Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
77 lines
2.8 KiB
C++
77 lines
2.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2004 Blender Foundation. All rights reserved. */
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "SEQ_render.h" /* Needed for #eSeqTaskId. */
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struct ImBuf;
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struct Main;
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struct Scene;
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struct SeqRenderData;
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struct Sequence;
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typedef struct SeqCacheKey {
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struct SeqCache *cache_owner;
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void *userkey;
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struct SeqCacheKey *link_prev; /* Used for linking intermediate items to final frame. */
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struct SeqCacheKey *link_next; /* Used for linking intermediate items to final frame. */
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struct Sequence *seq;
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struct SeqRenderData context;
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float frame_index; /* Usually same as timeline_frame. Mapped to media for RAW entries. */
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float timeline_frame; /* Only for reference - used for freeing when cache is full. */
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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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eSeqTaskId task_id;
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int type;
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} SeqCacheKey;
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struct ImBuf *seq_cache_get(const struct SeqRenderData *context,
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struct Sequence *seq,
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float timeline_frame,
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int type);
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void seq_cache_put(const struct SeqRenderData *context,
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struct Sequence *seq,
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float timeline_frame,
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int type,
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struct ImBuf *i);
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void seq_cache_thumbnail_put(const struct SeqRenderData *context,
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struct Sequence *seq,
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float timeline_frame,
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struct ImBuf *i,
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rctf *view_area);
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bool seq_cache_put_if_possible(const struct SeqRenderData *context,
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struct Sequence *seq,
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float timeline_frame,
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int type,
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struct ImBuf *nval);
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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(struct Scene *scene);
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void seq_cache_free_temp_cache(struct Scene *scene, short id, int timeline_frame);
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void seq_cache_destruct(struct Scene *scene);
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void seq_cache_cleanup_all(struct Main *bmain);
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void seq_cache_cleanup_sequence(struct Scene *scene,
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struct Sequence *seq,
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struct Sequence *seq_changed,
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int invalidate_types,
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bool force_seq_changed_range);
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void seq_cache_thumbnail_cleanup(Scene *scene, rctf *view_area);
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bool seq_cache_is_full(void);
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float seq_cache_frame_index_to_timeline_frame(struct Sequence *seq, float frame_index);
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#ifdef __cplusplus
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}
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#endif
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