sequence encapsulation
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@@ -76,29 +76,29 @@ void RenderThread::run() {
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ctx->makeCurrent(&surface);
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// if the sequence size has changed, we'll need to reinitialize the textures
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if (seq->width != tex_width || seq->height != tex_height) {
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if (seq->width() != tex_width || seq->height() != tex_height) {
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delete_buffers();
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// cache sequence values for future checks
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tex_width = seq->width;
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tex_height = seq->height;
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tex_width = seq->width();
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tex_height = seq->height();
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}
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// create any buffers that don't yet exist
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if (!composite_buffer.IsCreated()) {
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composite_buffer.Create(ctx, seq->width, seq->height);
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composite_buffer.Create(ctx, seq->width(), seq->height());
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}
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if (!front_buffer_1.IsCreated()) {
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front_buffer_1.Create(ctx, seq->width, seq->height);
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front_buffer_1.Create(ctx, seq->width(), seq->height());
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}
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if (!front_buffer_2.IsCreated()) {
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front_buffer_2.Create(ctx, seq->width, seq->height);
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front_buffer_2.Create(ctx, seq->width(), seq->height());
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}
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if (!back_buffer_1.IsCreated()) {
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back_buffer_1.Create(ctx, seq->width, seq->height);
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back_buffer_1.Create(ctx, seq->width(), seq->height());
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}
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if (!back_buffer_2.IsCreated()) {
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back_buffer_2.Create(ctx, seq->width, seq->height);
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back_buffer_2.Create(ctx, seq->width(), seq->height());
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}
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// If there's no pipeline shader, create it now
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