merged fxrestructure
This commit is contained in:
+196
-187
@@ -25,9 +25,8 @@
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#include <QVector>
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#include <QOpenGLShaderProgram>
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#include "project/sequence.h"
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#include "project/effect.h"
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#include "timeline/sequence.h"
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#include "effects/effect.h"
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#include "panels/viewer.h"
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/**
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@@ -37,173 +36,183 @@
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*/
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struct ComposeSequenceParams {
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/**
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* @brief Reference to the Viewer class that's calling compose_sequence()
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*
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* Primarily used for calling Viewer::play_wake() when appropriate.
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*/
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Viewer* viewer;
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/**
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* @brief Reference to the Viewer class that's calling compose_sequence()
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*
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* Primarily used for calling Viewer::play_wake() when appropriate.
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*/
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Viewer* viewer;
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/**
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* @brief The OpenGL context to use while rendering.
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*
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* For video rendering, this must be a valid OpenGL context. For audio, this variable is never accessed.
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*
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* \see ComposeSequenceParams::video
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*/
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QOpenGLContext* ctx;
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/**
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* @brief The OpenGL context to use while rendering.
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*
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* For video rendering, this must be a valid OpenGL context. For audio, this variable is never accessed.
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*
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* \see ComposeSequenceParams::video
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*/
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QOpenGLContext* ctx;
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/**
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* @brief The sequence to compose
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*
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* In addition to clips, sequences also contain the playhead position so compose_sequence() knows which frame
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* to render.
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*/
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SequencePtr seq;
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/**
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* @brief The sequence to compose
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*
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* In addition to clips, sequences also contain the playhead position so compose_sequence() knows which frame
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* to render.
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*/
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Sequence* seq;
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/**
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* @brief Array to store the nested sequence hierarchy
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*
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* Should be left empty. This array gets passed around compose_sequence() as it calls itself recursively to
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* handle nested sequences.
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*/
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QVector<Clip*> nests;
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/**
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* @brief Array to store the nested sequence hierarchy
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*
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* Should be left empty. This array gets passed around compose_sequence() as it calls itself recursively to
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* handle nested sequences.
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*/
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QVector<Clip*> nests;
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/**
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* @brief Set compose mode to video or audio
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*
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* **TRUE** if this function should render video, **FALSE** if this function should render audio.
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*/
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bool video;
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/**
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* @brief Set compose mode to video or audio
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*
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* **TRUE** if this function should render video, **FALSE** if this function should render audio.
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*/
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bool video;
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/**
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* @brief Set to the Effect whose gizmos were chosen to be drawn on screen
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*
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* The currently active Effect that compose_sequence() will update the gizmos of.
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*/
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Effect* gizmos;
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/**
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* @brief Set to the Effect whose gizmos were chosen to be drawn on screen
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*
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* The currently active Effect that compose_sequence() will update the gizmos of.
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*/
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Effect* gizmos;
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/**
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* @brief A variable that compose_sequence() will set to **TRUE** if any of the clips couldn't be shown.
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*
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* A footage item or shader may not be ready at the time this frame is drawn. If compose_sequence() couldn't draw
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* any of the clips in the scene, this variable is set to **TRUE** indicating that the image rendered is a
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* "best effort", but not the actual image.
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*
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* This variable should be checked after compose_sequence() and a repaint should be triggered if it's **TRUE**.
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*
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* \note This variable is probably bad design and is a relic of an earlier rendering backend. There may be a better
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* way to communicate this information.
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*
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* Additionally, since
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* compose_sequence() for video will now always run in a separate thread anyway, there's no real issue with
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* stalling it to wait for footage to complete opening or whatever may be lagging behind. A possible side effect
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* of this though is that the preview may become less responsive if it's stuck trying to render one frame. With
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* the current system, the preview may show incomplete frames occasionally but at least it will show something.
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* This may be preferable. See ComposeSequenceParams::single_threaded for a similar function that could be
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* removed.
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*/
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bool texture_failed;
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/**
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* @brief A variable that compose_sequence() will set to **TRUE** if any of the clips couldn't be shown.
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*
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* A footage item or shader may not be ready at the time this frame is drawn. If compose_sequence() couldn't draw
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* any of the clips in the scene, this variable is set to **TRUE** indicating that the image rendered is a
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* "best effort", but not the actual image.
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*
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* This variable should be checked after compose_sequence() and a repaint should be triggered if it's **TRUE**.
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*
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* \note This variable is probably bad design and is a relic of an earlier rendering backend. There may be a better
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* way to communicate this information.
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*
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* Additionally, since
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* compose_sequence() for video will now always run in a separate thread anyway, there's no real issue with
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* stalling it to wait for footage to complete opening or whatever may be lagging behind. A possible side effect
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* of this though is that the preview may become less responsive if it's stuck trying to render one frame. With
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* the current system, the preview may show incomplete frames occasionally but at least it will show something.
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* This may be preferable. See ComposeSequenceParams::single_threaded for a similar function that could be
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* removed.
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*/
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bool texture_failed;
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/**
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* @brief Run all cachers in the same thread that compose_sequence() is in
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*
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* Standard behavior is that all clips cache frames in their own thread and signals are sent between
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* compose_sequence() and the clip's cacher thread regarding which frames to display and cache without stalling
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* the compose_sequence() thread. Setting this to **TRUE** will run all cachers in the same thread creating a
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* technically more "perfect" connection between them that will also stall the compose_sequence() thread. Used
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* when rendering as timing isn't as important as creating output frames as quickly as possible.
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*
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* \note Exporting should probably be rewritten without this. While running all the cachers in one thread makes
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* it easier to synchronize everything, export performance could probably benefit from keeping them in separate
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* threads and syncing up with them. See ComposeSequenceParams::texture_failed for a similar function that could
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* be removed.
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*/
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bool wait_for_mutexes;
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/**
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* @brief Run all cachers in the same thread that compose_sequence() is in
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*
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* Standard behavior is that all clips cache frames in their own thread and signals are sent between
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* compose_sequence() and the clip's cacher thread regarding which frames to display and cache without stalling
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* the compose_sequence() thread. Setting this to **TRUE** will run all cachers in the same thread creating a
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* technically more "perfect" connection between them that will also stall the compose_sequence() thread. Used
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* when rendering as timing isn't as important as creating output frames as quickly as possible.
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*
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* \note Exporting should probably be rewritten without this. While running all the cachers in one thread makes
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* it easier to synchronize everything, export performance could probably benefit from keeping them in separate
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* threads and syncing up with them. See ComposeSequenceParams::texture_failed for a similar function that could
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* be removed.
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*/
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bool wait_for_mutexes;
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/**
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* @brief Set the current playback speed (adjusted with Shuttle Left/Right)
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*
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* Only used for audio rendering to determine how many samples to skip in order to play audio at the correct speed.
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*
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* \see ComposeSequenceParams::video
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*/
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int playback_speed;
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/**
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* @brief Set the current playback speed (adjusted with Shuttle Left/Right)
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*
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* Only used for audio rendering to determine how many samples to skip in order to play audio at the correct speed.
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*
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* \see ComposeSequenceParams::video
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*/
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int playback_speed;
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/**
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* @brief Blending mode shader
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* A program containing the current active
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* blending mode shader that can be bound during rendering. Must be compiled and linked beforehand. See
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* RenderThread::blend_mode_program for how this is properly set up.
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*
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* \see ComposeSequenceParams::video
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*/
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QOpenGLShaderProgram* blend_mode_program;
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/**
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* @brief Blending mode shader
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* A program containing the current active
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* blending mode shader that can be bound during rendering. Must be compiled and linked beforehand. See
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* RenderThread::blend_mode_program for how this is properly set up.
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*
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* \see ComposeSequenceParams::video
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*/
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QOpenGLShaderProgram* blend_mode_program;
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/**
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* @brief The OpenGL framebuffer object that the final texture to be shown is rendered to.
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* When compose_sequence() is rendering the final image, this framebuffer will be bound.
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*/
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GLuint main_buffer;
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/**
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* @brief Premultiply alpha shader
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* compose_sequence()'s internal composition
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* expects premultipled alpha, but it will pre-emptively multiply any footage that is not set as already
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* premultiplied (see Footage::alpha_is_premultiplied) using this shader. Must be compiled and linked beforehand.
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* See RenderThread::premultiply_program for how this is properly set up.
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*/
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QOpenGLShaderProgram* premultiply_program;
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/**
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* @brief The attachment to the framebuffer in main_buffer
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* The OpenGL texture attached to the framebuffer referenced by main_buffer.
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*/
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GLuint main_attachment;
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/**
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* @brief The OpenGL framebuffer object that the final texture to be shown is rendered to.
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* When compose_sequence() is rendering the final image, this framebuffer will be bound.
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*/
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GLuint main_buffer;
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/**
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* @brief Backend OpenGL framebuffer 1 used for further processing before rendering to main_buffer
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*
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* In some situations, compose_sequence() will do some processing through shaders that requires "ping-ponging"
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* between framebuffers. backend_buffer1 and backend_buffer2 are used for this purpose.
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*/
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GLuint backend_buffer1;
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/**
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* @brief The attachment to the framebuffer in main_buffer
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*
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* Used only for video rendering. Never accessed with audio rendering.
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*
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* The OpenGL texture attached to the framebuffer referenced by main_buffer.
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*/
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GLuint main_attachment;
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/**
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* @brief Backend OpenGL framebuffer 1's texture attachment
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*
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* The texture that ComposeSequenceParams::backend_buffer1 renders to. Bound and drawn to
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* ComposeSequenceParams::backend_buffer2 to "ping-pong" between them and various shaders.
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*/
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GLuint backend_attachment1;
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/**
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* @brief Backend OpenGL framebuffer 1 used for further processing before rendering to main_buffer
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*
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* In some situations, compose_sequence() will do some processing through shaders that requires "ping-ponging"
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* between framebuffers. backend_buffer1 and backend_buffer2 are used for this purpose.
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*/
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GLuint backend_buffer1;
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/**
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* @brief Backend OpenGL framebuffer 2 used for further processing before rendering to main_buffer
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*
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* In some situations, compose_sequence() will do some processing through shaders that requires "ping-ponging"
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* between framebuffers. backend_buffer1 and backend_buffer2 are used for this purpose.
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*/
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GLuint backend_buffer2;
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/**
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* @brief Backend OpenGL framebuffer 1's texture attachment
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*
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* The texture that ComposeSequenceParams::backend_buffer1 renders to. Bound and drawn to
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* ComposeSequenceParams::backend_buffer2 to "ping-pong" between them and various shaders.
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*/
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GLuint backend_attachment1;
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/**
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* @brief Backend OpenGL framebuffer 2's texture attachment
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*
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* The texture that ComposeSequenceParams::backend_buffer2 renders to. Bound and drawn to
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* ComposeSequenceParams::backend_buffer1 to "ping-pong" between them and various shaders.
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*/
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GLuint backend_attachment2;
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/**
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* @brief Backend OpenGL framebuffer 2 used for further processing before rendering to main_buffer
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*
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* In some situations, compose_sequence() will do some processing through shaders that requires "ping-ponging"
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* between framebuffers. backend_buffer1 and backend_buffer2 are used for this purpose.
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*/
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GLuint backend_buffer2;
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#ifndef NO_OCIO
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/**
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* @brief OpenGL shader containing OpenColorIO shader information
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*/
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QOpenGLShaderProgram* ocio_shader;
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/**
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* @brief Backend OpenGL framebuffer 2's texture attachment
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*
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* The texture that ComposeSequenceParams::backend_buffer2 renders to. Bound and drawn to
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* ComposeSequenceParams::backend_buffer1 to "ping-pong" between them and various shaders.
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*/
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GLuint backend_attachment2;
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/**
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* @brief OpenGL texture containing LUT obtained form OpenColorIO
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*/
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GLuint ocio_lut_texture;
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#endif
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/**
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* @brief OpenGL shader containing OpenColorIO shader information
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*/
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QOpenGLShaderProgram* ocio_shader;
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/**
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* @brief OpenGL texture containing LUT obtained form OpenColorIO
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*/
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GLuint ocio_lut_texture;
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};
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/**
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@@ -231,29 +240,29 @@ struct ComposeSequenceParams {
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GLuint compose_sequence(ComposeSequenceParams ¶ms);
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/**
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* @brief Convenience wrapper function for compose_sequence() to render audio
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*
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* Much of the functionality provided (and parameters required) by compose_sequence() is only useful/necessary for
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* video rendering. For audio rendering, this function is easier to handle and will correctly set up
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* compose_sequence() to render audio without the cumbersome effort of setting up a ComposeSequenceParams object.
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*
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* @param viewer
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*
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* The Viewer object calling this function
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*
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* @param seq
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*
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* The Sequence whose audio to render.
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*
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* @param playback_speed
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*
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* The current playback speed (controlled by Shuttle Left/Right)
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*
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* @param
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*
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* Whether to wait for media to open or simply fail if the media is not yet open. This should usually be **FALSE**.
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*/
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void compose_audio(Viewer* viewer, SequencePtr seq, int playback_speed, bool wait_for_mutexes);
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* @brief Convenience wrapper function for compose_sequence() to render audio
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*
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* Much of the functionality provided (and parameters required) by compose_sequence() is only useful/necessary for
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* video rendering. For audio rendering, this function is easier to handle and will correctly set up
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* compose_sequence() to render audio without the cumbersome effort of setting up a ComposeSequenceParams object.
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*
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* @param viewer
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*
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* The Viewer object calling this function
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*
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* @param seq
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*
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* The Sequence whose audio to render.
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*
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* @param playback_speed
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*
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* The current playback speed (controlled by Shuttle Left/Right)
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*
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* @param
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*
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* Whether to wait for media to open or simply fail if the media is not yet open. This should usually be **FALSE**.
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*/
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void compose_audio(Viewer* viewer, Sequence *seq, int playback_speed, bool wait_for_mutexes);
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/**
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* @brief Rescale a frame number between two frame rates
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@@ -380,17 +389,17 @@ int64_t seconds_to_timestamp(Clip* c, double seconds);
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int64_t playhead_to_timestamp(Clip *c, long playhead);
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/**
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* @brief Close all open clips in a Sequence
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*
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* Closes any currently open clips on a Sequence and waits for them to close before returning. This may be slow as a
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* result on large Sequence objects. If a Clip is a nested Sequence, this function calls itself recursively on that
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* Sequence too.
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*
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* @param s
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*
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* The Sequence to close all clips on.
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*/
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void close_active_clips(SequencePtr s);
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* @brief Close all open clips in a Sequence
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*
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* Closes any currently open clips on a Sequence and waits for them to close before returning. This may be slow as a
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* result on large Sequence objects. If a Clip is a nested Sequence, this function calls itself recursively on that
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* Sequence too.
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*
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* @param s
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*
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* The Sequence to close all clips on.
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*/
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void close_active_clips(Sequence* s);
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void UpdateOCIOGLState(const ComposeSequenceParams ¶ms);
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