Ref: #132179 Renames: - `Editing.act_seq` -> `Editing.act_strip` - `SequenceModifierData` -> `StripModifierData` - Its member `mask_sequence` is now `mask_strip`. - `MetaStack.parseq` -> `MetaStack.parent_strip` - Remaining function names/parameters that were not dealt with in #132748 - Various references to `seq` or `sequence` throughout code and docs when referring to a strip Also moves `_get` to the end of the renamed function names where applicable for standardization (unless "by" or "from" are used). There should be no changes to current behavior. Pull Request: https://projects.blender.org/blender/blender/pulls/138077
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2004 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup sequencer
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*/
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#include "SEQ_render.hh" /* Needed for #eSeqTaskId. */
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struct ImBuf;
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struct Scene;
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struct SeqRenderData;
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struct Strip;
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namespace blender::seq {
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struct SeqCache;
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struct SeqCacheKey {
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SeqCache *cache_owner;
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void *userkey;
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SeqCacheKey *link_prev; /* Used for linking intermediate items to final frame. */
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SeqCacheKey *link_next; /* Used for linking intermediate items to final frame. */
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Strip *strip;
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RenderData context;
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float frame_index; /* Usually same as timeline_frame. Mapped to media for RAW entries. */
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float cost; /* In short: render time(s) divided by playback frame duration(s) */
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bool is_temp_cache; /* this cache entry will be freed before rendering next frame */
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/* ID of task for assigning temp cache entries to particular task(thread, etc.) */
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eTaskId task_id;
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int type;
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};
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ImBuf *seq_cache_get(const RenderData *context, Strip *strip, float timeline_frame, int type);
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void seq_cache_put(
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const RenderData *context, Strip *strip, float timeline_frame, int type, ImBuf *i);
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bool seq_cache_put_if_possible(
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const RenderData *context, Strip *strip, float timeline_frame, int type, ImBuf *ibuf);
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/**
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* Find only "base" keys.
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* Sources(other types) for a frame must be freed all at once.
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*/
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bool seq_cache_recycle_item(Scene *scene);
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void seq_cache_free_temp_cache(Scene *scene, short id, int timeline_frame);
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void seq_cache_destruct(Scene *scene);
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void seq_cache_cleanup_strip(Scene *scene,
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Strip *strip,
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Strip *strip_changed,
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int invalidate_types,
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bool force_seq_changed_range);
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bool seq_cache_is_full();
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} // namespace blender::seq
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