static void Memory_Copy(uint8 *Address_Write, uint8 *Address_Read, uint64 Size); static void Arbitrary_Zero(uint8 *Address_Write, uint64 Size); static void Arbitrary_SwapData(memory *Memory, uint8 *Address_0, uint8 *Address_1, uint64 Size); static void Arbitrary_ShiftData(uint8 *Address_Start, uint8 *Address_End, uint64 ShiftAmount, int32 Direction); static void Render_Main(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID, void *Data, void *OutputBuffer, render_type RenderType, rectangle RenderRegion); static void Effect_Curves_Init(block_effect *Effect, property_channel *Property); static v2 T_CompUVToLayerUV(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, v2 CompUV); static header_effect* Effect_EntryFromID(project_state *State, char *ID); void Effect_Curves_Sort(memory *Memory, block_effect *Effect, uint16 *SortedPointStart, uint16 Which); inline v2 Effect_V2(memory *Memory, block_effect *Effect, int Offset); static void Interact_Transform_Begin(project_data *File, memory *Memory, project_state *State, ImVec2 OGPos, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray); static v2 Transform_ScreenSpaceToLocal(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, ImVec2 CompPos, ImVec2 CompZoom, ImVec2 ViewportMin, ImVec2 Point); static ImVec2 Layer_LocalToScreenSpace(project_state *State, memory *Memory, block_layer *Layer, ui *UI, uint32 PrincipalCompIndex, v2 Point); static v2 TransformPoint(layer_transforms T, real32 Width, real32 Height, v2 Point); static void Layer_GetDimensions(memory *Memory, block_layer *Layer, int *Width, int *Height); static void * Memory_PushScratch(memory *Memory, uint64 Size); static void Memory_PopScratch(memory *Memory, uint64 Size); void Bitmap_SwapData(uint8 *Address_0, uint8 *Address_1, uint64 Size, uint16 BytesPerPixel); void GL_DeleteHWBuffer(gl_effect_layer *Test); void GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 Multisample); static bezier_point * Bezier_LookupAddress(memory *Memory, property_channel *Property, uint16 Index, bool32 AssertExists = 1); static void Bezier_EvaluateValue(project_state *State, bezier_point *PointAddress, v2 *Pos, real32 Y_Increment); static void Transform_ApplyInteractive(interact_transform Interact, real32 *OutputX, real32 *OutputY, real32 *OutputRotation, real32 *OutputScale); static layer_transforms Layer_GetTransforms(block_layer *Layer); void GL_GenAndBindTexture(GLuint *GLTexture, int Width, int Height, int BytesPerPixel, void *BufferAddress); static real32 Bezier_SolveYForX(v2 Point_P0, v2 Point_P1, v2 Point_P2, v2 Point_P3, real32 X);