Files
test2/source/blender/sequencer/intern/prefetch.hh
Aras Pranckevicius 9e4c26574a VSE: new cache implementation
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
  now (previously caching stopped as soon as whole Blender used that
  much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.

Pull Request: https://projects.blender.org/blender/blender/pulls/137926
2025-05-14 12:59:46 +02:00

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C++

/* SPDX-FileCopyrightText: 2004 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup sequencer
*/
struct Scene;
struct Strip;
namespace blender::seq {
struct RenderData;
/**
* Start or resume prefetching.
*/
void seq_prefetch_start(const RenderData *context, float timeline_frame);
void seq_prefetch_free(Scene *scene);
bool seq_prefetch_job_is_running(Scene *scene);
void seq_prefetch_get_time_range(Scene *scene, int *r_start, int *r_end);
Scene *prefetch_get_original_scene(const RenderData *context);
Scene *prefetch_get_original_scene_and_strip(const RenderData *context, const Strip *&strip);
} // namespace blender::seq