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Blender V5.0
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Go to the source code of this file.
Namespaces | |
| namespace | blender |
| namespace | blender::gpu |
| namespace | blender::seq |
Functions | |
| gpu::Texture * | blender::seq::preview_cache_get_gpu_texture (Scene *scene, int timeline_frame, int display_channel) |
| void | blender::seq::preview_cache_set_gpu_texture (Scene *scene, int timeline_frame, int display_channel, gpu::Texture *texture) |
| gpu::Texture * | blender::seq::preview_cache_get_gpu_display_texture (Scene *scene, int timeline_frame, int display_channel) |
| void | blender::seq::preview_cache_set_gpu_display_texture (Scene *scene, int timeline_frame, int display_channel, gpu::Texture *texture) |
| void | blender::seq::preview_cache_invalidate (Scene *scene) |
| void | blender::seq::preview_cache_destroy (Scene *scene) |
Additionally, this holds GPU textures representing the current frame. This is to avoid the same GPU texture needing to get re-created if there are multiple preview areas open (e.g. with scopes).
Definition in file SEQ_preview_cache.hh.