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workinf_Blender_Wasm/blender-5.2.0/source/blender/sequencer/SEQ_render.hh
2026-08-12 04:47:48 -04:00

103 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2004 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup sequencer
*/
#include "DNA_listBase.h"
#include "DNA_space_enums.h"
#include "GPU_context.hh"
namespace blender {
struct Depsgraph;
struct GPUOffScreen;
struct GPUViewport;
struct ImBuf;
struct Main;
struct Render;
struct Scene;
struct SeqTimelineChannel;
struct Strip;
struct StripElem;
namespace seq {
struct RenderData {
Main *bmain = nullptr;
Depsgraph *depsgraph = nullptr;
Scene *scene = nullptr;
int rectx = 0;
int recty = 0;
eSpaceSeq_Proxy_RenderSize preview_render_size = SEQ_RENDER_SIZE_SCENE;
bool use_proxies = false;
bool ignore_missing_media = false;
int motion_blur_samples = 0;
float motion_blur_shutter = 0.0f;
bool skip_cache = false;
bool is_prefetch_render = false;
bool is_playing = false;
bool is_scrubbing = false;
int view_id = 0;
/* Set when executing as part of a frame or animation render. */
Render *render = nullptr;
/* special case for OpenGL render */
GPUOffScreen *gpu_offscreen = nullptr;
GPUViewport *gpu_viewport = nullptr;
// int gpu_samples;
// bool gpu_full_samples;
/* If GPU access is needed and this is set, use it
* instead of regular GPU context. Primary case: prefetch job;
* it is on another thread and can't use regular GPU context. */
gpu::GPUSecondaryContextData gpu_context;
};
/**
* \return The image buffer or NULL.
*
* \note The returned #ImBuf has its reference increased, free after usage!
*/
ImBuf *render_give_ibuf(const RenderData *context, float timeline_frame, int chanshown);
ImBuf *render_give_ibuf_direct(const RenderData *context, float timeline_frame, Strip *strip);
void render_new_render_data(Main *bmain,
Depsgraph *depsgraph,
Scene *scene,
int rectx,
int recty,
eSpaceSeq_Proxy_RenderSize preview_render_size,
Render *render,
RenderData *r_context);
StripElem *render_give_stripelem(const Scene *scene, const Strip *strip, int timeline_frame);
/* Converts image into scene linear, if needed.
* Note: if make_float is false and input image contains byte pixels, it is *NOT* modified. */
void ensure_ibuf_is_linear_space(ImBuf *ibuf, bool make_float);
/**
* Check if `strip` is muted for rendering.
* This function also checks `SeqTimelineChannel` flag.
*/
bool render_is_muted(const ListBaseT<SeqTimelineChannel> *channels, const Strip *strip);
/**
* Calculate render scale factor relative to full size. This can be due to render
* scale setting in output settings, or preview proxy size.
*/
float get_render_scale_factor(eSpaceSeq_Proxy_RenderSize render_size, short scene_render_scale);
float get_render_scale_factor(const RenderData &context);
/* Enables an appropriate GPU context if possible, if GPU rendering is not possible, the functions
* returns false. The render_end_gpu function should be called to disable the context. */
bool render_begin_gpu(const RenderData &rd);
void render_end_gpu(const RenderData &rd);
} // namespace seq
} // namespace blender