Remove SEQ_ prefix for blender::seq namespace and ED_sequencer for blender::ed::vse namespace Pull Request: https://projects.blender.org/blender/blender/pulls/135560
82 lines
2.3 KiB
C++
82 lines
2.3 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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struct Depsgraph;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ImBuf;
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struct ListBase;
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struct Main;
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struct Scene;
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struct Strip;
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struct StripElem;
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namespace blender::seq {
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enum eTaskId {
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SEQ_TASK_MAIN_RENDER,
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SEQ_TASK_PREFETCH_RENDER,
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};
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struct RenderData {
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Main *bmain = nullptr;
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Depsgraph *depsgraph = nullptr;
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Scene *scene = nullptr;
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int rectx = 0;
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int recty = 0;
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int preview_render_size = 0;
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bool use_proxies = false;
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bool ignore_missing_media = false;
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int for_render = 0;
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int motion_blur_samples = 0;
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float motion_blur_shutter = 0.0f;
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bool skip_cache = false;
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bool is_proxy_render = false;
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bool is_prefetch_render = false;
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bool is_playing = false;
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bool is_scrubbing = false;
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int view_id = 0;
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/* ID of task for assigning temp cache entries to particular task(thread, etc.) */
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eTaskId task_id = SEQ_TASK_MAIN_RENDER;
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/* special case for OpenGL render */
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GPUOffScreen *gpu_offscreen = nullptr;
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GPUViewport *gpu_viewport = nullptr;
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// int gpu_samples;
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// bool gpu_full_samples;
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};
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/**
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* \return The image buffer or NULL.
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*
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* \note The returned #ImBuf has its reference increased, free after usage!
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*/
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ImBuf *render_give_ibuf(const RenderData *context, float timeline_frame, int chanshown);
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ImBuf *render_give_ibuf_direct(const RenderData *context, float timeline_frame, Strip *strip);
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void render_new_render_data(Main *bmain,
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Depsgraph *depsgraph,
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Scene *scene,
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int rectx,
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int recty,
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int preview_render_size,
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int for_render,
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RenderData *r_context);
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StripElem *render_give_stripelem(const Scene *scene, const Strip *strip, int timeline_frame);
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void render_imbuf_from_sequencer_space(const Scene *scene, ImBuf *ibuf);
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void render_pixel_from_sequencer_space_v4(const Scene *scene, float pixel[4]);
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/**
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* Check if `strip` is muted for rendering.
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* This function also checks `SeqTimelineChannel` flag.
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*/
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bool render_is_muted(const ListBase *channels, const Strip *strip);
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} // namespace blender::seq
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