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path: root/createcalls.cpp
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static void
PostMsg(project_state *State, char *msg)
{
    State->MsgTime = 120;
    State->Msg = msg;
}

static bool32
File_Open(project_data *File, project_state *State, memory *Memory, char *Filename)
{
    SDL_RWops *FileHandle = SDL_RWFromFile(Filename, "r+b");
    if (!FileHandle) {
        return 0;
    }
    uint64 FileSize = SDL_RWseek(FileHandle, 0, RW_SEEK_END);
    void *CompressedData = Memory_PushScratch(Memory, FileSize);
    SDL_RWseek(FileHandle, 0, RW_SEEK_SET);
    IO_ReadFromStream(CompressedData, FileSize, FileHandle);
    SDL_RWclose(FileHandle);
    Data_Decompress(Memory, CompressedData, FileSize, File, 0);
    Memory_PopScratch(Memory, FileSize);

    // Temp sources aren't cleaned out on file close, so we do it here.
    int h = 0, c = 0, i = 0;
    int Count = File->Source_Count;
    while (Block_Loop(Memory, F_Sources, Count, &h, &c, &i)) {
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
        if (Source->Type == source_type_principal_temp) {
            Source->Occupied = 0;
            File->Source_Count--;
        }
    }
    String_Copy(State->Filename, State->DummyName, 512);
    State->Initializing = 4;
    Memory->History.NumberOfEntries = 0;
    Memory->History.EntryPlayhead = 0;
    return 1;
}

static bool32
IO_Save(project_data *File, project_state *State, memory *Memory, char *Filename)
{
    SDL_RWops *TestFile = SDL_RWFromFile(Filename, "wb");

    if (!TestFile)
        return 0;

    uint8 *FileEndAddress = (uint8 *)Memory->Slot[F_PrincipalBitmaps].Address;
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Sources, File->Source_Count, &h, &c, &i)) {
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
        if (Source->Type == source_type_principal) {
            uint64 Size = Source->Width * Source->Height * Source->BytesPerPixel;
            void *SourceBitmapAddress = Memory_Block_AddressAtIndex(Memory, F_PrincipalBitmaps, Source->Bitmap_Index, 0);
            uint8 *BitmapEnd = (uint8 *)SourceBitmapAddress + Size;
            if (BitmapEnd > FileEndAddress)
                FileEndAddress = BitmapEnd;
        }
    }

    Assert(FileEndAddress);
    uint64 FileSize = FileEndAddress - (uint8 *)File;

    void *CompressedLocation = Memory_PushScratch(Memory, FileSize);

    uint64 CompressedSize = Data_Compress(Memory, File, FileSize, CompressedLocation, FileSize, Z_BEST_COMPRESSION);

    Memory_PopScratch(Memory, FileSize);

    IO_WriteToStream(CompressedLocation, CompressedSize, TestFile);
    SDL_RWclose(TestFile);

    Memory->IsFileSaved = true;

    return 1;
}

static void
File_SaveAs(project_data *File, project_state *State, memory *Memory, char *Filename)
{
    if (IO_Save(File, State, Memory, State->Filename)) {
        PostMsg(State, "File saved!");
    } else {
        PostMsg(State, "File save failed...");
    }
}

static void
Playhead_Increment(int32 *Frame_Current, int32 Frame_Start, int32 Frame_End, int32 Increment)
{
    *Frame_Current += Increment;
    if (*Frame_Current >= Frame_End) {
        *Frame_Current = Frame_Start;
    }
    // if (*Frame_Current < Frame_Start) {
    // }
}

static uint16
Source_Generate_Blank(project_data *File, project_state *State, memory *Memory, uint16 Width, uint16 Height, uint16 BytesPerPixel)
{
    Assert(File->Source_Count < MAX_SOURCES);
    uint16 Index = Memory_Block_AllocateNew(Memory, F_Sources);
    block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Index, 0);
    Source->Occupied = 1;
    Source->Width = Width;
    Source->Height = Height;
    Source->BytesPerPixel= BytesPerPixel;
    Source->Type = source_type_principal;
    Source->Bitmap_Index = Memory_Block_PrincipalBitmap_AllocateNew(File, State, Memory);
    Source->Path_String_Index = String_AddToFile(Memory, "test");
    // History_Action_Swap(Memory, F_File, sizeof(File->Source_Count), &File->Source_Count);
    File->Source_Count++;
    return Index;
}

static bool32 Source_IsFileSupported(char *Path, bool32 *IsVideo) {
    return stbi_info(Path, NULL, NULL, NULL);
    // AV_IsFileSupported(Path, IsVideo)
}

static void
Source_Delete(project_data *File, memory *Memory, uint32 Index)
{
    block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Index);
    History_Action_Block_Swap(Memory, F_Sources, Source);
    Source->Occupied = 0;
    History_Action_Swap(Memory, F_File, sizeof(File->Source_Count), &File->Source_Count);
    File->Source_Count--;
}

// These thumbnail textures aren't needed for anything else, so I'm just gonna
// count on GL to retain them in GPU memory.
static void
Source_DumpThumbnail(memory *Memory, block_source *Source, uint32 T_Width, uint32 T_Height)
{
    Assert(Source->Type == source_type_principal_temp);
    void *BitmapAddress = Memory_Block_AddressAtIndex(Memory, F_PrincipalBitmaps, Source->Bitmap_Index, 0);
    uint32 Size = T_Height*T_Width*4;
    uint8 *Output = (uint8 *)Memory_PushScratch(Memory, Size);
    stbir_resize_uint8((uint8 *)BitmapAddress, Source->Width, Source->Height, 0, Output, T_Height, T_Width, 0, 4);

    GL_GenAndBindTexture(&Source->ThumbnailTex, T_Height, T_Width, 4, Output);

    Memory_PopScratch(Memory, Size);
}

static int16
Source_Generate(project_data *File, project_state *State, memory *Memory, void *TempString)
{
    Assert(File->Source_Count < MAX_SOURCES);

    bool32 IsVideo = 0;
    if (Source_IsFileSupported((char *)TempString, &IsVideo)) {
        uint16 Index = Memory_Block_AllocateNew(Memory, F_Sources);
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Index, 0);
        History_Entry_Commit(Memory, "Add source");
        History_Action_Block_Swap(Memory, F_Sources, Source);

        Source->Occupied = 1;
        Source->Path_String_Index = String_AddToFile(Memory, (char *)TempString);
        Assert(!IsVideo);
        Source->Type = source_type_file;

        History_Action_Swap(Memory, F_File, sizeof(File->Source_Count), &File->Source_Count);
        File->Source_Count++;
        History_Entry_End(Memory);
        return Index;
    } else {
        PostMsg(State, "File not supported...");
    }

    return -1;
}

static bezier_point *
Bezier_LookupAddress(memory *Memory, property_channel *Property, uint16 Index, bool32 AssertExists)
{
    Assert(Index < MAX_KEYFRAMES_PER_BLOCK);
    block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Property->Block_Bezier_Index[0], AssertExists);
    return &Bezier->Point[Index];
}

// NOTE(fox): It's not required for the Y to be set correctly in i.e. sorting.
static void
Bezier_EvaluateValue(project_state *State, bezier_point *PointAddress, v2 *Pos, real32 GraphZoomHeight = 1, real32 Y_Increment = 1)
{
    Pos[0] = PointAddress->Pos[0];
    Pos[1] = PointAddress->Pos[1];
    Pos[2] = PointAddress->Pos[2];
    if (PointAddress->IsSelected) {
        if (State->Interact_Active == interact_type_keyframe_move) {
            if (State->Interact_Modifier != 2)
                Pos[PointAddress->IsSelected - 1].x += (int32)State->Interact_Offset[0];
            if (State->Interact_Modifier != 1)
                Pos[PointAddress->IsSelected - 1].y -= (State->Interact_Offset[1] / GraphZoomHeight / Y_Increment);
        } else if (State->Interact_Active == interact_type_keyframe_scale) {
            Pos[1].x += State->Interact_Offset[0];
            Pos[2].x -= State->Interact_Offset[0];
        } else if (State->Interact_Active == interact_type_keyframe_rotate) {
            // how do I do this??
            Assert(0);
        }
    }
}


static void
Bezier_Add(memory *Memory, property_channel *Property, bezier_point PointData, uint16 *ArrayLocation)
{
    if (!Property->Block_Bezier_Count) {
        Property->Block_Bezier_Index[0] = Memory_Block_AllocateNew(Memory, F_Bezier);
        block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Property->Block_Bezier_Index[0], 0);
        Bezier->Occupied = true;
        // NOTE(fox): Effects will change this!
        History_Action_Swap(Memory, F_Layers, sizeof(Property->Block_Bezier_Count), &Property->Block_Bezier_Count);
        Property->Block_Bezier_Count++;
    }
    // First check to see if the point to add overlaps an existing keyframe:
    if (ArrayLocation) {
        for (int p = 0; p < Property->Keyframe_Count; p++) {
            int k = ArrayLocation[p];
            bezier_point *Point = Bezier_LookupAddress(Memory, Property, k);
            if (Point->Pos[0].x == PointData.Pos[0].x) {
                History_Action_Swap(Memory, F_Bezier, sizeof(*Point), Point);
                *Point = PointData;
                return;
            }
        }
    }
    int k = 0;
    for (;;) {
        bezier_point *Point = Bezier_LookupAddress(Memory, Property, k, 0);
        if (!Point->Occupied) {
            History_Action_Swap(Memory, F_Bezier, sizeof(*Point), Point);
            *Point = PointData;
            History_Action_Swap(Memory, F_Layers, sizeof(Property->Keyframe_Count), &Property->Keyframe_Count);
            Property->Keyframe_Count++;
            return;
        }
        k++;
    }
}

static void
Property_AddKeyframe(memory *Memory, property_channel *Property, int Frame, uint16 *ArrayLocation)
{
    History_Entry_Commit(Memory, "Add keyframe");
    bezier_point Point = { 1, {(real32)Frame, Property->CurrentValue, -1, 0, 1, 0}, interpolation_type_linear, 0, {0, 0, 0}, 0 };
    Bezier_Add(Memory, Property, Point, ArrayLocation);
    History_Entry_End(Memory);
}

// static void
// Property_InitFloat(char *Name, real32 Val, real32 ScrubVal, real32 MinVal = PROPERTY_REAL_MIN, real32 MaxVal = PROPERTY_REAL_MAX, bool32 AlwaysInteger = 0) {
// {
// }

static property_channel
Property_InitFloat(char *Name, real32 Val, real32 ScrubVal, real32 MinVal = PROPERTY_REAL_MIN, real32 MaxVal = PROPERTY_REAL_MAX, bool32 AlwaysInteger = 0) {
    property_channel Property = {};
    Property.Name = Name;
    Property.CurrentValue = Val;
    Property.MinVal = MinVal;
    Property.MaxVal = MaxVal;
    Property.AlwaysInteger = AlwaysInteger;
    Property.ScrubVal = ScrubVal;
    return Property;
}

static block_composition *
Precomp_Init(project_data *File, memory *Memory)
{
    if (File->Comp_Count + 1 > MAX_COMPS) {
        Assert(0);
    }
    block_composition *Comp = (block_composition *)Memory_Block_AllocateAddress(Memory, F_Precomps);
    History_Action_Block_Swap(Memory, F_Precomps, Comp);

    *Comp = {};
    Comp->Occupied = 1;

    Comp->Name_String_Index = Memory_Block_AllocateNew(Memory, F_Strings);
    block_string *String = (block_string *)Memory_Block_AddressAtIndex(Memory, F_Strings, Comp->Name_String_Index, 0);
    sprintf(String->Char, "Comp %i", File->Comp_Count);
    String->Occupied = 1;

    History_Action_Swap(Memory, F_File, sizeof(File->Comp_Count), &File->Comp_Count);
    File->Comp_Count++;
    return Comp;
}

static layer_transforms
Layer_GetTransforms(block_layer *Layer) {
    return { Layer->x.CurrentValue, Layer->y.CurrentValue, Layer->ax.CurrentValue, Layer->ay.CurrentValue, Layer->rotation.CurrentValue, Layer->scale.CurrentValue };
}

static void
Layer_Interact_Evaluate(memory *Memory, project_state *State, uint16 Layer_Index_Physical, sorted_comp_info SortedCompInfo, sorted_layer *SortedLayerInfo,
                        int32 *Frame_Start, int32 *Frame_End)
{
    if (State->Interact_Active == interact_type_layer_move) {
        *Frame_Start += (int32)(State->Interact_Offset[0] + 0);
        *Frame_End += (int32)(State->Interact_Offset[0] + 0);
    }
    if (State->Interact_Active == interact_type_layer_timeadjust) {
        int Side[2] = {0};
        Assert(State->Interact_Offset[1] == 0 || State->Interact_Offset[1] == 1);
        Side[(int)State->Interact_Offset[1]] = 1;
        *Frame_Start += (int32)(State->Interact_Offset[0] * Side[0]);
        if (*Frame_Start >= *Frame_End)
            *Frame_Start = *Frame_End - 1;
        *Frame_End += (int32)(State->Interact_Offset[0] * Side[1]);
        if (*Frame_End <= *Frame_Start)
            *Frame_End = *Frame_Start + 1;
    }
}

static uint32
Effect_Init(project_state *State, memory *Memory, uint32 EffectEntryIndex, int EffectCount)
{
    uint16 EffectAddressIndex = Memory_Block_AllocateNew(Memory, F_Effects);
    block_effect *Effect = (block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, EffectAddressIndex, 0);
    Effect->Occupied = true;
    header_effect *EffectHeader = &State->Effect[EffectEntryIndex];
    String_Copy(Effect->ID, EffectHeader->ID, 8);
    Effect->IsToggled = true;
    Effect->Index = EffectCount;
    for (int e = 0; e < EffectHeader->Property_Count; e++) {
        Effect->Block_Property_Index[e] = Memory_Block_AllocateNew(Memory, F_Properties);
        property_channel *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect->Block_Property_Index[e], 0);
        Property->Occupied = true;
        header_property PropertyHeader = State->Property[EffectHeader->PropertyStartIndex + e];
        Property->Name = PropertyHeader.Name;
        Property->CurrentValue = PropertyHeader.DefaultValue;
        Property->MinVal = PropertyHeader.MinVal;
        Property->MaxVal = PropertyHeader.MaxVal;
    }
    return EffectAddressIndex;
}

static void
Effect_Add(project_data *File, project_state *State, memory *Memory, uint32 EffectEntryIndex)
{
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i))
    {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        if (Layer->IsSelected) {
            Layer->Block_Effect_Index[Layer->Block_Effect_Count] = Effect_Init(State, Memory, EffectEntryIndex, Layer->Block_Effect_Count);
            Layer->Block_Effect_Count++;
        }
    }
}

static void
Layer_UpdateMasksEffects(project_state *State, block_layer *Layer, memory *Memory, void *EffectBitmapAddress,
        int Width, int Height, int BytesPerPixel)
{
    uint64 Size = Width*Height*BytesPerPixel;

    // We need two of these: one with multisampling enabled and a
    // non-multisampled one that we can blit to.
    gl_effect_layer TestL = {};
    gl_effect_layer TestM = {};

    GL_UpdateTexture(&TestL, EffectBitmapAddress, Width, Height, BytesPerPixel, 0);
    GL_UpdateTexture(&TestM, EffectBitmapAddress, Width, Height, BytesPerPixel, 1);

    for (int i = 0; i < Layer->Block_Effect_Count; i++)
    {
        block_effect Effect = *(block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, Layer->Block_Effect_Index[i]);
        header_effect *EffectEntry = Effect_EntryFromID(State, Effect.ID);

        if (Effect.IsToggled) {
            real32 *Data = (real32 *)Memory_PushScratch(Memory, sizeof(real32) * 50);
            for (int c = 0; c < EffectEntry->Property_Count; c++) {
                property_channel *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect.Block_Property_Index[c]);
                Data[c] = Property->CurrentValue;
            }
            EffectEntry->func(Data, Width, Height, BytesPerPixel, EffectBitmapAddress, EffectEntry->GLShaderIndex);
            Memory_PopScratch(Memory, sizeof(real32) * 50);
        }
    }
    /*
    if (Layer->NumberOfMasks) {
        for (int i = 0; i < Layer->NumberOfMasks; i++) {
            file_mask_header *MaskHeader = (file_mask_header *)((uint8 *)Layer + sizeof(file_layer) + MaskOffset);
            if (MaskHeader->IsClosed && MaskHeader->IsToggled) {
                mask_point *Point = (mask_point *)((uint8 *)MaskHeader + sizeof(file_mask_header));
                Mask_TriangulateAndRasterize(TestM, TestL, Memory, MaskHeader, Point, Source->Width, Source->Height, Source->BytesPerPixel, EffectBitmapAddress);
            }
        }
        Bitmap_StencilAlpha(SourceBitmapAddress, EffectBitmapAddress, Source->BytesPerPixel, Size);
    }

    Layer->OutputBitmapLocation = EffectBitmapAddress;
    */

    GL_DeleteHWBuffer(&TestL);
    GL_DeleteHWBuffer(&TestM);
}

static void
Layer_ToggleChannel(project_data *File, memory *Memory, int32 a)
{
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i))
    {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        if (Layer->IsSelected)
            Layer->Property[a].IsToggled ^= 1;
    }
}

static void
Layer_Select(memory *Memory, project_state *State, int32 i)
{
    block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
    Layer->IsSelected = true;
    State->MostRecentlySelectedLayer = i;
    State->RecentSelectionType = selection_type_layer;
}

static void
Layer_Select_RecurseUp(memory *Memory, project_state *State, int32 i, int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], uint32 Recursions)
{
    for (int a = 1; a <= Recursions; a++) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, RecursionIdx[a]);
        Layer->IsSelected = 2;
    }
}

void Layer_DeselectAll(project_data *File, project_state *State, memory *Memory) {
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        Layer->IsSelected = false;
    }
    State->MostRecentlySelectedLayer = -1;
}

void Source_DeselectAll(project_data *File, memory *Memory)
{
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Sources, File->Source_Count, &h, &c, &i)) {
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
        Source->IsSelected = 0;
    }
}

// h: index of the total amount of properties and effects
// c: index of the amount of properties in a given effect
// p: prior property's keyframe count, so we can increment the sorted keyframe array properly
static bool32
Layer_LoopChannels(project_state *State, memory *Memory, sorted_property_info **SortedProperty, uint16 **SortedKeyframe, block_layer *Layer,
                   property_channel **Property, block_effect **EffectOut, int *h, int *c, int *p)
{
    uint32 Amount = AmountOf(Layer->Property) + Layer->Block_Effect_Count;
    Assert(Layer->Block_Effect_Count < 2);
    while (*h < Amount) {
        if (*h < AmountOf(Layer->Property)) {
            *Property = &Layer->Property[*h];
            if (*h != 0) {
                *SortedProperty += 1;
                *SortedKeyframe += *p;
            }
            *h += 1;
            *p = (**Property).Keyframe_Count;
            return 1;
        } else {
            uint16 EffectIdx = Layer->Block_Effect_Index[*h - AmountOf(Layer->Property)];
            block_effect *Effect = (block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, EffectIdx);
            if (EffectOut)
                *EffectOut = Effect;
            header_effect *EffectHeader = Effect_EntryFromID(State, Effect->ID);
            while (*c < EffectHeader->Property_Count) {
                // header_property ChannelHeader = State->Property[EffectHeader->PropertyStartIndex + c];
                *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect->Block_Property_Index[*c]);
                *SortedKeyframe += *p;
                *p = (**Property).Keyframe_Count;
                *h += 1;
                *c += 1;
                return 1;
            }
            *c = 0;
        }
    }
    Assert(*h != (Amount - 1));
    return 0;
}

inline sorted_property_info *
Property_GetSortedInfo(sorted_property_info *SortedPropertyInfo, int i, int h)
{
    Assert(0);
    return SortedPropertyInfo + (i * 8) + h;
}
inline uint16 *
Property_GetSortedArray(uint16 *SortedPropertyArray, int i, int h)
{
    Assert(0);
    return SortedPropertyArray + (i * 8 * MAX_KEYFRAMES_PER_BLOCK) + (h * MAX_KEYFRAMES_PER_BLOCK);
}

static void
Bezier_Commit(project_data *File, project_state *State, memory *Memory, uint16 *SortedPropertyArray) {
    History_Entry_Commit(Memory, "Move keyframe");
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        if ((State->TimelineMode == timeline_mode_graph) && !Layer->IsSelected)
            continue;
        for (int h = 0; h < AmountOf(Layer->Property); h++) {
            uint16 *ArrayLocation = Property_GetSortedArray(SortedPropertyArray, i, h);
            property_channel *Property = &Layer->Property[h];
            if ((State->TimelineMode != timeline_mode_graph) && !Property->IsToggled)
                continue;
            for (int p = 0; p < Property->Keyframe_Count; p++) {
                int k = ArrayLocation[p];
                bezier_point *PointAddress = Bezier_LookupAddress(Memory, Property, k);
                if (PointAddress->IsSelected) {
                    v2 NewPos[3];
                    Bezier_EvaluateValue(State, PointAddress, NewPos);
                    History_Action_Swap(Memory, F_Bezier, sizeof(PointAddress->Pos), &PointAddress->Pos);
                    PointAddress->Pos[0] = NewPos[0];
                    PointAddress->Pos[1] = NewPos[1];
                    PointAddress->Pos[2] = NewPos[2];
                }
            }
        }
    }
    History_Entry_End(Memory);
    State->Interact_Offset[0] = 0;
    State->Interact_Offset[1] = 0;
    State->Interact_Offset[2] = 0;
    State->Interact_Offset[3] = 0;
    State->Interact_Active = interact_type_none;
    State->Interact_Modifier = 0;
}

// NOTE(fox): This won't work with precomps!

void Clipboard_Paste(project_data *File, project_state *State, memory *Memory, sorted_comp_info *SortedCompInfo, sorted_layer *SortedLayerInfo, uint16 *SortedPropertyArray)
{
    clipboard_contents *Contents = (clipboard_contents *)State->ClipboardBuffer;
    if (Contents->Type == selection_type_none)
        return;
    uint64 ClipboardPos = sizeof(clipboard_contents);
    ClipboardPos = sizeof(clipboard_contents);
    int i = SortedCompInfo->LayerCount - 1;
    block_layer *Layer = NULL;
    clipboard_channel *Channel;
    int b = 0;
    int LayerCount = 0;

    int NumberOfLayersFromClipboard = 1;
    int LastOffset = 0;
    for (int a = 0; a < Contents->ChannelCount; a++) {
        Channel = &Contents->Channel[a];
        if (a != 0) {
            if (Channel->LayerOffset != LastOffset)
                NumberOfLayersFromClipboard++;
        }
        LastOffset = Channel->LayerOffset;
    }

    for (;;) {
        Channel = &Contents->Channel[b];
        while (i >= 0)
        {
            sorted_layer SortEntry = SortedLayerInfo[i];
            uint32 Index_Physical = SortEntry.Block_Layer_Index;
            block_layer *TestLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
            if (TestLayer->IsSelected) {
                Layer = TestLayer;
                break;
            }
            i--;
        }
        if (Layer == NULL)
            break;
        // NOTE(fox): This loop assumes all layers and the clipboard have
        // channels laid out in the same way!
        for (int h = 0; h < AmountOf(Layer->Property); h++) {
            property_channel *Property = &Layer->Property[h];
            if (Property->Name == Channel->Name) {
                for (int p = 0; p < Channel->KeyframeCount; p++) {
                    bezier_point PointData = *(bezier_point *)((uint8 *)State->ClipboardBuffer + ClipboardPos);
                    PointData.Pos[0].x += State->Frame_Current;
                    uint16 *ArrayLocation = Property_GetSortedArray(SortedPropertyArray, i, h);
                    Bezier_Add(Memory, Property, PointData, ArrayLocation);
                    ClipboardPos += sizeof(bezier_point);
                }
                b++;
                Channel = &Contents->Channel[b];
            }
        }
        Layer = NULL;
        if (b < Contents->ChannelCount) {
            if (NumberOfLayersFromClipboard != 1)
                break;
            else
                b = 0;
        }
    }
}

void Clipboard_Store(project_data *File, project_state *State, memory *Memory, sorted_comp_info *SortedCompInfo, sorted_layer *SortedLayerInfo, sorted_property_info *SortedPropertyInfo, uint16 *SortedPropertyArray)
{
    int LocalOffset = 0;
    clipboard_contents *Contents = (clipboard_contents *)State->ClipboardBuffer;
    *Contents = {};
    Contents->Type = State->RecentSelectionType;
    uint64 ClipboardPos = sizeof(clipboard_contents);
    if (Contents->Type == selection_type_none)
        return;
    else if (Contents->Type == selection_type_keyframe) {
        for (int i = SortedCompInfo->LayerCount - 1; i >= 0; i--)
        {
            sorted_layer SortEntry = SortedLayerInfo[i];
            uint32 Index_Physical = SortEntry.Block_Layer_Index;
            block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
            for (int h = 0; h < AmountOf(Layer->Property); h++) {
                property_channel *Property = &Layer->Property[h];
                if (Property->IsToggled || Layer->IsSelected) {
                    sorted_property_info *InfoLocation = Property_GetSortedInfo(SortedPropertyInfo, i, h);
                    uint16 *ArrayLocation = Property_GetSortedArray(SortedPropertyArray, i, h);
                    clipboard_channel *Channel = &Contents->Channel[Contents->ChannelCount];
                    bezier_point *FirstPoint = NULL;
                    int TimeOffset = 0;
                    for (int p = 0; p < Property->Keyframe_Count; p++) {
                        bezier_point *PointAddress = Bezier_LookupAddress(Memory, Property, ArrayLocation[p]);
                        if (PointAddress->IsSelected) {
                            if (!FirstPoint) {
                                FirstPoint = PointAddress;
                                TimeOffset = FirstPoint->Pos[0].x;
                            }
                            bezier_point PointToCopy = *PointAddress;
                            PointToCopy.Pos[0].x -= TimeOffset;
                            Memory_Copy((uint8 *)State->ClipboardBuffer + ClipboardPos, (uint8 *)&PointToCopy, sizeof(bezier_point));
                            ClipboardPos += sizeof(bezier_point);
                            Channel->KeyframeCount++;
                        }
                    }
                    if (Channel->KeyframeCount) {
                        if (!LocalOffset)
                            LocalOffset = i;
                        Contents->ChannelCount++;
                        Channel->LayerOffset = LocalOffset - i;
                        Channel->Name = Property->Name;
                    }
                }
            }
        }
    }
    else if (Contents->Type == selection_type_layer) {
    }
}

static sorted_layer *
Layer_GetSortedArray(sorted_layer *LayerArrayStart, sorted_comp_info *SortedCompStart, uint32 TargetComp)
{
    uint32 LayerOffset = 0; int s = 0;
    while (s < TargetComp) {
        LayerOffset += SortedCompStart[s].LayerCount;
        s++;
    }
    return LayerArrayStart + LayerOffset;
}

static void
Layer_Select_Traverse(uint16 PrincipalCompIndex, memory *Memory, project_state *State, int32 IndexToFind, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray,
                      int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], int32 *Recursions)
{
    uint16 CompIndex = 0;
    if (RecursionIdx[*Recursions] == -1) {
        CompIndex = PrincipalCompIndex;
    } else {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, RecursionIdx[*Recursions]);
        CompIndex = Layer->Block_Source_Index;
    }
    sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, CompIndex);
    sorted_comp_info SortedCompInfo = SortedCompArray[CompIndex];
    uint32 RecursionsCurrent = *Recursions;
    for (int i = SortedCompInfo.LayerCount - 1; i >= 0; i--)
    {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        if (Layer->IsPrecomp && Layer->IsSelected == 2) {
            *Recursions = RecursionsCurrent + 1;
            RecursionIdx[*Recursions] = Index_Physical;
            Layer_Select_Traverse(PrincipalCompIndex, Memory, State, IndexToFind, SortedCompArray, SortedLayerArray, RecursionIdx, Recursions);
        } else if (Index_Physical == IndexToFind) {
            return;
        }
    }
}

static v2
Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray)
{
    int16 RecursionIdx[MAX_PRECOMP_RECURSIONS] = {};
    RecursionIdx[0] = -1;
    int32 Recursions = 0;
    sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, File->PrincipalCompIndex);
    sorted_comp_info SortedCompInfo = SortedCompArray[File->PrincipalCompIndex];
    block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
    Layer_Select_Traverse(File->PrincipalCompIndex, Memory, State, State->Brush.LayerToPaint_Index, SortedCompArray, SortedLayerArray, RecursionIdx, &Recursions);
    v2 PointUV = {0, 0};
    int OuterWidth = Comp->Width, OuterHeight = Comp->Height;
    int InnerWidth = 0, InnerHeight = 0;
    if (Recursions == 0) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, State->Brush.LayerToPaint_Index);
        layer_transforms T = Layer_GetTransforms(Layer);
        Layer_GetDimensions(Memory, Layer, &InnerWidth, &InnerHeight);
        PointUV = T_CompUVToLayerUV(T, OuterWidth, OuterHeight, InnerWidth, InnerHeight, State->TempZoomRatio);
    } else {
        for (int i = 1; i <= Recursions; i++) {
            block_layer *InnerLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, RecursionIdx[i]);
            layer_transforms T = Layer_GetTransforms(InnerLayer);
            Layer_GetDimensions(Memory, InnerLayer, &InnerWidth, &InnerHeight);
            PointUV = T_CompUVToLayerUV(T, OuterWidth, OuterHeight, InnerWidth, InnerHeight, State->TempZoomRatio);
            OuterWidth = InnerWidth;
            OuterHeight = InnerHeight;
        }
    }
    return PointUV * V2(InnerWidth, InnerHeight);
}

int32 Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray, uint16 PrincipalIndex)
{
    block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, PrincipalIndex);
    sorted_comp_info SortedCompInfo = SortedCompArray[PrincipalIndex];
    sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, PrincipalIndex);
    int32 LayerIndex = -1;
    // for (int i = 0; i < SortedCompInfo.LayerCount; i++) {
    for (int i = SortedCompInfo.LayerCount - 1; i >= 0; i--) {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Layer->Block_Source_Index);
        layer_transforms T = Layer_GetTransforms(Layer);
        v2 UV = T_CompUVToLayerUV(T, Comp->Width, Comp->Height, Source->Width, Source->Height, State->TempZoomRatio);
        if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && !Layer->IsSelected)
        {
            LayerIndex = Index_Physical;
            break;
        }
        // if (Layer->IsPrecomp) {
        //     Layer_RecursiveDeselect(Memory, SortedCompArray, SortedLayerArray, TargetIndex, Layer->Block_Source_Index);
        // }
        // if (Layer->Block_Composition_Index != TargetIndex) {
        //     Layer->IsSelected = false;
        // }
    }
    return LayerIndex;
}

void Layer_RecursiveDeselect(memory *Memory, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray, uint16 TargetIndex, uint16 PrincipalIndex)
{
    block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, PrincipalIndex);
    sorted_comp_info SortedCompInfo = SortedCompArray[PrincipalIndex];
    sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, PrincipalIndex);
    for (int i = 0; i < SortedCompInfo.LayerCount; i++) {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        if (Layer->IsPrecomp) {
            Layer_RecursiveDeselect(Memory, SortedCompArray, SortedLayerArray, TargetIndex, Layer->Block_Source_Index);
        }
        if (Layer->Block_Composition_Index != TargetIndex) {
            Layer->IsSelected = false;
        }
    }
}

void Property_MinMax_X(memory *Memory, project_state *State, property_channel *Property,
                       uint16 *ArrayLocation, real32 *Min, real32 *Max)
{
    v2 FirstPointPos[3];
    bezier_point *FirstPointAddress = Bezier_LookupAddress(Memory, Property, ArrayLocation[0]);
    Bezier_EvaluateValue(State, FirstPointAddress, FirstPointPos);
    *Min = FirstPointPos[0].x;
    v2 LastPointPos[3];
    bezier_point *LastPointAddress =  Bezier_LookupAddress(Memory, Property, ArrayLocation[Property->Keyframe_Count - 1]);
    Bezier_EvaluateValue(State, LastPointAddress, LastPointPos);
    *Max = LastPointPos[0].x;
}
void Property_MinMax_Y(memory *Memory, project_state *State, property_channel *Property,
                       sorted_property_info *PropertyInfo, real32 *Min, real32 *Max, bool32 Evaluate = 1)
{
    if (Evaluate) {
        v2 MinYPointPos[3];
        bezier_point *MinYPointAddress =  Bezier_LookupAddress(Memory, Property, PropertyInfo->MinYIndex);
        Bezier_EvaluateValue(State, MinYPointAddress, MinYPointPos);
        *Min = MinYPointPos[0].y;
        v2 MaxYPointPos[3];
        bezier_point *MaxYPointAddress =  Bezier_LookupAddress(Memory, Property, PropertyInfo->MaxYIndex);
        Bezier_EvaluateValue(State, MaxYPointAddress, MaxYPointPos);
        *Max = MaxYPointPos[0].y;
    } else {
        bezier_point *MinYPointAddress =  Bezier_LookupAddress(Memory, Property, PropertyInfo->MinYIndex);
        *Min = MinYPointAddress->Pos[0].y;
        bezier_point *MaxYPointAddress =  Bezier_LookupAddress(Memory, Property, PropertyInfo->MaxYIndex);
        *Max = MaxYPointAddress->Pos[0].y;
    }
}

// The sorting algorithm is straightforward: read every point, evaluate it if
// it's currently being interacted with by the user, record index in a sorted
// list, and repeat, shiftig the list as necessary.

void Property_SortAll(memory *Memory, project_state *State, property_channel *Property, sorted_property_info *PropertyInfo, uint16 *PropertyArrayStart)
{
    int h = 0, c = 0, i = 0;
    uint32 CurrentSortIndex = 0;
    real32 MinY = FLT_MAX;
    real32 MaxY = FLT_MIN;
    int32 Offset = (State->Interact_Active == interact_type_keyframe_move) ? (int32)State->Interact_Offset[0] : 0;
    while (Block_Loop(Memory, Property, Property->Keyframe_Count, &h, &c, &i)) {
        v2 PointPos[3];
        bezier_point *PointAddress = Bezier_LookupAddress(Memory, Property, i);

        if (PointAddress->IsSelected)
            PropertyInfo->IsGraphSelected = true;

        Bezier_EvaluateValue(State, PointAddress, PointPos);

        if (MinY > PointAddress->Pos[0].y) {
            MinY = PointAddress->Pos[0].y;
            PropertyInfo->MinYIndex = i;
        }
        if (MaxY < PointAddress->Pos[0].y) {
            MaxY = PointAddress->Pos[0].y;
            PropertyInfo->MaxYIndex = i;
        }

        uint32 SortedIndex_Playhead = 0;
        while (SortedIndex_Playhead < CurrentSortIndex) {
            uint16 TestPointEntry = PropertyArrayStart[SortedIndex_Playhead];
            v2 TestPointPos[3];
            bezier_point *TestPointAddress = Bezier_LookupAddress(Memory, Property, TestPointEntry);
            Bezier_EvaluateValue(State, TestPointAddress, TestPointPos);
            if (PointPos[0].x < TestPointPos[0].x ) {
                break;
            } else {
                SortedIndex_Playhead++;
            }
        }
        if (SortedIndex_Playhead != CurrentSortIndex) {
            uint8 *Address_Start = (uint8 *)(PropertyArrayStart + SortedIndex_Playhead);
            uint8 *Address_End = (uint8 *)(PropertyArrayStart + CurrentSortIndex) - 1;
            Assert(CurrentSortIndex != Property->Keyframe_Count);
            Arbitrary_ShiftData(Address_Start, Address_End, sizeof(uint16), 1);
        }
        uint16 *PointEntry = PropertyArrayStart + SortedIndex_Playhead;
        *PointEntry = i;
        CurrentSortIndex++;
    }
}

void Property_DeselectAll(project_data *File, memory *Memory, uint16 *SortedPropertyArray)
{
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        if (!Layer->IsSelected)
            continue;
        for (int h = 0; h < AmountOf(Layer->Property); h++) {
            property_channel *Property = &Layer->Property[h];
            uint16 *ArrayLocation = SortedPropertyArray + (i * 7 * MAX_KEYFRAMES_PER_BLOCK) + (h * MAX_KEYFRAMES_PER_BLOCK);
            for (int p = 0; p < Property->Keyframe_Count; p++) {
                int k = ArrayLocation[p];
                bezier_point *PointAddress = Bezier_LookupAddress(Memory, Property, k);
                PointAddress->IsSelected = 0;
            }
        }
    }
}

void Layer_Sort_CheckPrev(memory *Memory, int i, int Direction, sorted_layer *SortedLayerInfo, sorted_comp_info SortedCompInfo, int *EntriesPassed, sorted_layer *LayerEntry, bool32 AltMethod)
{
    int PrevOffsetIndex = i + Direction + (*EntriesPassed * Direction);
    bool32 OutOfBounds = (Direction > 0) ? (PrevOffsetIndex > (SortedCompInfo.LayerCount - 1)) : (PrevOffsetIndex < 0);
    if (!OutOfBounds) {
        sorted_layer *PrevLayerEntry = &SortedLayerInfo[PrevOffsetIndex];
        real32 PrevOffset = PrevLayerEntry->SortedOffset;
        if (PrevOffset == (LayerEntry->SortedOffset - Direction)) {
            (*EntriesPassed)++;
            if (!AltMethod) {
                PrevLayerEntry->SortedOffset += Direction;
            } else {
                LayerEntry->SortedOffset -= Direction;
                Layer_Sort_CheckPrev(Memory, i, Direction, SortedLayerInfo, SortedCompInfo, EntriesPassed, LayerEntry, AltMethod);
            }
        }
    }
}

void Layer_Evaluate_Display(block_layer *Layer, sorted_layer *LayerArrayStart, sorted_comp_info *CompStart, sorted_layer *SortedLayerInfo, int i, real32 *Offset)
{
    int ExtraPad = 1;
    for (int h = 0; h < AmountOf(Layer->Property); h++) {
        property_channel *Property = &Layer->Property[h];
        if (Property->IsToggled) {
            *Offset += 1 + ExtraPad;
            ExtraPad = 0;
        }
    }
    /*
    if (Layer->Precomp_Toggled) {
        Assert(Layer->IsPrecomp);
        sorted_comp_info *Layer_SortedCompInfo = &CompStart[Layer->Block_Source_Index];
        sorted_layer *Layer_SortedLayerInfo = Layer_GetSortedArray(LayerArrayStart, CompStart, Layer->Block_Source_Index);
        sorted_layer *TopLayerEntry = &Layer_SortedLayerInfo[0];
        sorted_layer *BottomLayerEntry = &Layer_SortedLayerInfo[Layer_SortedCompInfo->LayerCount - 1];
        *Offset += TopLayerEntry->SortedOffset - BottomLayerEntry->SortedOffset + 2;
    }
    */
}

void TempSource_SortAll(project_data *File, project_state *State, memory *Memory, uint16 *SourceArrayStart, uint16 *TempSourceCount)
{
    int count = 0;
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Sources, File->Source_Count, &h, &c, &i)) {
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
        if (Source->Type == source_type_principal_temp) {
            uint32 Playhead = 0;
            while (Playhead < count) {
                block_source *TestSource = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, SourceArrayStart[Playhead]);
                Assert(TestSource->Type == source_type_principal_temp);
                if (TestSource->RelativeTimestamp > Source->RelativeTimestamp) {
                    break;
                } else {
                   Playhead++;
                }
            }
            if (Playhead != count) {
                uint8 *Address_Start = (uint8 *)(SourceArrayStart + Playhead);
                uint8 *Address_End = (uint8 *)(SourceArrayStart + count) - 1;
                Arbitrary_ShiftData(Address_Start, Address_End, sizeof(uint16), 1);
            }
            SourceArrayStart[Playhead] = i;
            count++;
        }
    }
    *TempSourceCount = count;
}

// The first loop is for counting how many layers are in each precomp, the
// second is for sorting the layers by offset, and the third is for applying
// interactivity if the user is moving any layers.

void Layer_SortAll(project_data *File, project_state *State, memory *Memory, sorted_layer *LayerArrayStart,
                   sorted_comp_info *CompStart, sorted_property_info *SortedPropertyInfo, uint16 *SortedPropertyArray,
                   uint32 LayerCount, uint32 CompCount)
{
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        Assert(Layer->Block_Composition_Index < CompCount);
        CompStart[Layer->Block_Composition_Index].LayerCount++;
    }
    h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
        sorted_comp_info *SortedCompInfo = &CompStart[Layer->Block_Composition_Index];
        sorted_layer *SortedLayerInfo = Layer_GetSortedArray(LayerArrayStart, CompStart, Layer->Block_Composition_Index);
        uint32 SortedIndex_Playhead = 0;
        while (SortedIndex_Playhead < SortedCompInfo->CurrentSortIndex) {
            sorted_layer LayerEntry = SortedLayerInfo[SortedIndex_Playhead];
            block_layer *TestLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry.Block_Layer_Index);
            if (-Layer->Vertical_Offset < -TestLayer->Vertical_Offset) {
                break;
            } else {
                SortedIndex_Playhead++;
            }
        }
        if (SortedIndex_Playhead != SortedCompInfo->CurrentSortIndex) {
            uint8 *Address_Start = (uint8 *)(SortedLayerInfo + SortedIndex_Playhead);
            uint8 *Address_End = (uint8 *)(SortedLayerInfo + SortedCompInfo->CurrentSortIndex) - 1;
            Assert(SortedCompInfo->CurrentSortIndex != SortedCompInfo->LayerCount);
            Arbitrary_ShiftData(Address_Start, Address_End, sizeof(sorted_layer), 1);
        }
        sorted_layer *LayerEntry = SortedLayerInfo + SortedIndex_Playhead;
        LayerEntry->Block_Layer_Index = i;
        LayerEntry->SortedOffset = Layer->Vertical_Offset;
        SortedCompInfo->CurrentSortIndex++;
    }
    if (State->Interact_Active == interact_type_layer_move) {
        int32 Offset = (int32)State->Interact_Offset[1];
        bool32 Direction = (Offset > 0) ? 1 : -1;
        for (uint32 c = 0; c < CompCount; c++) {
            sorted_comp_info *SortedCompInfo = &CompStart[c];
            if (!SortedCompInfo->LayerCount)
                continue;
            sorted_layer *SortedLayerInfo = Layer_GetSortedArray(LayerArrayStart, CompStart, c);
            int i = (Direction > 0) ? SortedCompInfo->LayerCount - 1 : 0;
            bool32 Case = 1;
            while (Case) {
                int32 EntriesPassed = 0;
                sorted_layer *LayerEntry = &SortedLayerInfo[i];
                block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry->Block_Layer_Index);
                Assert(LayerEntry->SortedOffset == Layer->Vertical_Offset);
                if (Layer->IsSelected) {
                    int32 SpacesToMove = Offset * Direction;
                    while (SpacesToMove) {
                        Layer_Sort_CheckPrev(Memory, i, Direction, SortedLayerInfo, *SortedCompInfo, &EntriesPassed, LayerEntry, 0);
                        LayerEntry->SortedOffset -= Direction;
                        SpacesToMove--;
                    }
                }
                int b = 0;
                while (b < EntriesPassed) {
                    sorted_layer *FrontEntry = &SortedLayerInfo[i+(b*Direction)];
                    sorted_layer *BackEntry = &SortedLayerInfo[i+((b+1)*Direction)];
                    sorted_layer Swap = *FrontEntry;
                    *FrontEntry = *BackEntry;
                    *BackEntry = Swap;
                    b++;
                }
                i -= Direction;
                Case = (Direction > 0) ? (i >= 0) : (i < SortedCompInfo->LayerCount);
            }
        }
    }
}

void LayerProperty_SortAll(project_data *File, project_state *State, memory *Memory, sorted_layer *LayerArrayStart,
                   sorted_comp_info *CompStart, sorted_property_info *SortedPropertyInfo, uint16 *SortedPropertyArray,
                   uint32 LayerCount, uint32 CompCount)
{
    uint32 SortedPropertyPlayhead = 0;
    uint32 SortedKeyframePlayhead = 0;
    for (int c = 0; c < CompCount; c++) {
        sorted_comp_info SortedCompInfo = CompStart[c];
        sorted_layer *SortedLayerInfo = Layer_GetSortedArray(LayerArrayStart, CompStart, c);
        for (int i = 0; i < SortedCompInfo.LayerCount; i++) {
            sorted_layer *SortedLayer = &SortedLayerInfo[i];
            block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayer->Block_Layer_Index);
            SortedLayer->SortedPropertyStart = SortedPropertyPlayhead;
            SortedLayer->SortedKeyframeStart = SortedKeyframePlayhead;
            for (int h = 0; h < AmountOf(Layer->Property); h++) {
                property_channel *Property = &Layer->Property[h];
                if (Property->Keyframe_Count) {
                    sorted_property_info *InfoLocation = SortedPropertyInfo + SortedPropertyPlayhead;
                    uint16 *ArrayLocation = SortedPropertyArray + SortedKeyframePlayhead;
                    Property_SortAll(Memory, State, Property, InfoLocation, ArrayLocation);
                    SortedKeyframePlayhead += Property->Keyframe_Count;
                }
                SortedPropertyPlayhead++;
            }
            for (int i = 0; i < Layer->Block_Effect_Count; i++) {
                block_effect Effect = *(block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, Layer->Block_Effect_Index[i]);
                header_effect *EffectHeader = Effect_EntryFromID(State, Effect.ID);
                for (int h = 0; h < EffectHeader->Property_Count; h++) {
                    header_property ChannelHeader = State->Property[EffectHeader->PropertyStartIndex + h];
                    property_channel *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect.Block_Property_Index[h]);
                    if (Property->Keyframe_Count) {
                        sorted_property_info *InfoLocation = SortedPropertyInfo + SortedPropertyPlayhead;
                        uint16 *ArrayLocation = SortedPropertyArray + SortedKeyframePlayhead;
                        Property_SortAll(Memory, State, Property, InfoLocation, ArrayLocation);
                        SortedKeyframePlayhead += Property->Keyframe_Count;
                    }
                    SortedPropertyPlayhead++;
                }
            }
        }
    }
    int a = 0;
}

sorted_file File_Sort_Push(project_data *File, project_state *State, memory *Memory)
{
    sorted_file Sorted = {0};
    Sorted.Layer_SortSize = (sizeof(sorted_comp_info) * File->Comp_Count) +
                            (sizeof(sorted_layer) * File->Layer_Count);
    void *Layer_SortedArray = Memory_PushScratch(Memory, Sorted.Layer_SortSize);
    Arbitrary_Zero((uint8 *)Layer_SortedArray, Sorted.Layer_SortSize);
    Sorted.CompArray = (sorted_comp_info *)Layer_SortedArray;
    Sorted.LayerArray = (sorted_layer *)((uint8 *)Layer_SortedArray + (sizeof(sorted_comp_info) * File->Comp_Count));

    uint64 SourceArraySize = sizeof(uint16) * File->Source_Count;
    Sorted.Source_SortSize = SourceArraySize;
    void *Source_SortedArray = Memory_PushScratch(Memory, Sorted.Source_SortSize);
    Arbitrary_Zero((uint8 *)Source_SortedArray, Sorted.Source_SortSize);
    Sorted.SourceArray = (uint16 *)Source_SortedArray;

    uint64 PropertyArraySize = sizeof(uint16) * 8 * MAX_KEYFRAMES_PER_BLOCK * File->Layer_Count;
    uint64 PropertyInfoSize = sizeof(sorted_property_info) * 8 * File->Layer_Count;
    Sorted.Property_SortSize = PropertyArraySize + PropertyInfoSize;
    void *Property_SortedArray = Memory_PushScratch(Memory, Sorted.Property_SortSize);
    Arbitrary_Zero((uint8 *)Property_SortedArray, Sorted.Property_SortSize);
    Sorted.PropertyInfo = (sorted_property_info *)Property_SortedArray;
    Sorted.PropertyArray = (uint16 *)((uint8 *)Property_SortedArray + PropertyInfoSize);

    TempSource_SortAll(File, State, Memory, Sorted.SourceArray, &Sorted.TempSourceCount);
    Layer_SortAll(File, State, Memory, Sorted.LayerArray, Sorted.CompArray, Sorted.PropertyInfo, Sorted.PropertyArray, File->Layer_Count, File->Comp_Count);
    LayerProperty_SortAll(File, State, Memory, Sorted.LayerArray, Sorted.CompArray, Sorted.PropertyInfo, Sorted.PropertyArray, File->Layer_Count, File->Comp_Count);
    return Sorted;
}

void File_Sort_Pop(memory *Memory, uint64 Layer_SortSize, uint64 Property_SortSize, uint64 Source_SortSize)
{
    Memory_PopScratch(Memory, Property_SortSize);
    Memory_PopScratch(Memory, Source_SortSize);
    Memory_PopScratch(Memory, Layer_SortSize);
}


static void
Layer_Delete(project_data *File, memory *Memory, uint32 Index)
{
    block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index);
    History_Action_Block_Swap(Memory, F_Layers, Layer);
    Layer->Occupied = 0;
    History_Action_Swap(Memory, F_File, sizeof(File->Layer_Count), &File->Layer_Count);
    File->Layer_Count--;
}


block_layer * Layer_Init(project_data *File, memory *Memory)
{
    if (File->Layer_Count + 1 > MAX_LAYERS) {
        Assert(0);
    }
    block_layer *Layer = (block_layer *)Memory_Block_AllocateAddress(Memory, F_Layers);
    History_Action_Block_Swap(Memory, F_Layers, Layer);

    *Layer = {};
    Layer->Occupied = 1;

    Layer->Block_String_Index = Memory_Block_AllocateNew(Memory, F_Strings);
    block_string *String = (block_string *)Memory_Block_AddressAtIndex(Memory, F_Strings, Layer->Block_String_Index, 0);
    sprintf(String->Char, "Layer %i", File->Layer_Count + 1);  // CSbros...
    String->Occupied = 1;

    Layer->x =        Property_InitFloat("X Position",   0.0f, 1.0f);
    Layer->y =        Property_InitFloat("Y Position",   0.0f, 1.0f);
    Layer->ax =       Property_InitFloat("Anchor X",     0.5f, 0.005f);
    Layer->ay =       Property_InitFloat("Anchor Y",     0.5f, 0.005f);
    Layer->scale =    Property_InitFloat("Scale",        1.0f, 0.005f);
    Layer->rotation = Property_InitFloat("Rotation",     0.0f, 1.0f);
    Layer->opacity =  Property_InitFloat("Opacity",      1.0f, 0.005f, 0.0f, 1.0f);
    Layer->time =     Property_InitFloat("Frame Number", 0.0f, 1.0f, 0, 100000, 1);

    Layer->IsVisible = 1;

    History_Action_Swap(Memory, F_File, sizeof(File->Layer_Count), &File->Layer_Count);
    File->Layer_Count++;

    return Layer;
}

void Source_UICreateButton(project_data *File, project_state *State, memory *Memory,
                           sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray)
{
    block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
    sorted_comp_info *SortedCompInfo = &SortedCompArray[File->PrincipalCompIndex];
    int32 TopOffset;
    if (!File->Layer_Count) {
        TopOffset = 11;
    } else {
        sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, File->PrincipalCompIndex);
        block_layer *TopLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayerInfo[SortedCompInfo->LayerCount - 1].Block_Layer_Index);
        TopOffset = TopLayer->Vertical_Offset;
    }
    bool32 CommitAction = 0;
    int h = 0, c = 0, i = 0;
    while (Block_Loop(Memory, F_Sources, File->Source_Count, &h, &c, &i)) {
        block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
        if (Source->IsSelected) {
            if (!CommitAction) {
                History_Entry_Commit(Memory, "Create layer from source");
                CommitAction = 1;
            }
            if (Source->Type == source_type_principal_temp) {
                History_Action_Swap(Memory, F_File, sizeof(Source->Type), &Source->Type);
                Source->Type = source_type_principal;
            }
            block_layer *Layer = Layer_Init(File, Memory);
            Layer->Block_Source_Index = i;
            Layer->x.CurrentValue = Comp->Width/2;
            Layer->y.CurrentValue = Comp->Height/2;
            Layer->Vertical_Offset = TopOffset-1;
            Layer->Frame_Start = Comp->Frame_Start;
            Layer->Frame_End = Comp->Frame_End;
            TopOffset--;
        }
        State->UpdateFrame = true;
    }
    if (CommitAction)
        History_Entry_End(Memory);
    Source_DeselectAll(File, Memory);
}

void Precomp_UIDuplicate(project_data *File, project_state *State, memory *Memory, uint16 CompIndex,
                           sorted_comp_info SortedCompInfo, sorted_layer *SortedLayerInfo)
{
    block_layer *Layer = NULL;
    for (int i = SortedCompInfo.LayerCount - 1; i >= 0; i--)
    {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        if (Layer->IsSelected) {
            break;
        }
    }
    if (Layer) {
        block_layer *DupeLayer = Layer_Init(File, Memory);
        *DupeLayer = *Layer;
        DupeLayer->Vertical_Offset += 1;
        for (int h = 0; h < AmountOf(Layer->Property); h++) {
            property_channel *Property = &Layer->Property[h];
            if (Property->Block_Bezier_Count) {
                property_channel *DupeProperty = &DupeLayer->Property[h];
                DupeProperty->Block_Bezier_Index[0] = Memory_Block_AllocateNew(Memory, F_Bezier);
                block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Property->Block_Bezier_Index[0]);
                block_bezier *DupeBezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, DupeProperty->Block_Bezier_Index[0], 0);
                Bezier->Occupied = true;
                *DupeBezier = *Bezier;
            }
        }
    }
}

void Precomp_UICreateButton(project_data *File, project_state *State, memory *Memory, uint16 CompIndex,
                           sorted_comp_info SortedCompInfo, sorted_layer *SortedLayerInfo)
{
    block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, CompIndex);
    History_Entry_Commit(Memory, "Pre-compose layer");
    block_composition *NewComp = Precomp_Init(File, Memory);
    NewComp->Width = Comp->Width;
    NewComp->Height = Comp->Height;
    NewComp->FPS = Comp->FPS;
    NewComp->BytesPerPixel = Comp->BytesPerPixel;
    NewComp->Frame_Count = Comp->Frame_Count;
    NewComp->Frame_Start = Comp->Frame_Start;
    NewComp->Frame_End = Comp->Frame_End;
    int32 TopOffset = 0;
    for (int i = SortedCompInfo.LayerCount - 1; i >= 0; i--)
    {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        if (Layer->IsSelected) {
            TopOffset = Layer->Vertical_Offset;
            break;
        }
    }
    for (int i = SortedCompInfo.LayerCount - 1; i >= 0; i--)
    {
        sorted_layer SortEntry = SortedLayerInfo[i];
        uint32 Index_Physical = SortEntry.Block_Layer_Index;
        block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
        if (Layer->IsSelected) {
            History_Action_Swap(Memory, F_File, sizeof(Layer->Block_Composition_Index), &Layer->Block_Composition_Index);
            Layer->Block_Composition_Index = File->Comp_Count - 1;
        }
    }
    block_layer *PrecompLayer = Layer_Init(File, Memory);
    bezier_point Point0 = { 1, {0, 0, 1, 0, 1, 0}, interpolation_type_linear, 0, {0, 0, 0}, 0 };
    bezier_point Point1 = { 1, {(real32)NewComp->Frame_End, (real32)NewComp->Frame_End, 1, 0, 1, 0}, interpolation_type_linear, 0, {0, 0, 0}, 0 };
    Bezier_Add(Memory, &PrecompLayer->time, Point0, NULL);
    Bezier_Add(Memory, &PrecompLayer->time, Point1, NULL);
    PrecompLayer->IsPrecomp = true;
    Layer_Select(Memory, State, Memory_Block_LazyIndexAtAddress(Memory, F_Layers, PrecompLayer));
    PrecompLayer->Block_Source_Index = File->Comp_Count - 1;
    PrecompLayer->Block_Composition_Index = CompIndex;
    PrecompLayer->Vertical_Offset = TopOffset;
    PrecompLayer->Frame_End = NewComp->Frame_End;
    PrecompLayer->ColIndex = 3;
    PrecompLayer->x.CurrentValue = Comp->Width/2;
    PrecompLayer->y.CurrentValue = Comp->Height/2;
    History_Entry_End(Memory);
    State->UpdateFrame = true;
}


// Helper for working with different bit depths.
static render_byte_info
Bitmap_ByteInfo(uint32 BytesPerPixel) {
    render_byte_info Byte = {};
    if (BytesPerPixel == 4) {
        Byte.MaskPixel = 0xFF;
        Byte.ByteOffset = 1;
        Byte.Normalized = 1 / 255.0f;
        Byte.Bits = 255;
    } else if (BytesPerPixel == 8) {
        Byte.MaskPixel = 0xFFFF;
        Byte.ByteOffset = 2;
        Byte.Normalized = 1 / 65535.0f;
        Byte.Bits = 65535;
    } else {
        Byte.MaskPixel = 0xFFFFFFFF;
        Byte.ByteOffset = 4;
        Byte.Normalized = 1 / 4294967295.0f;
        Byte.Bits = 4294967295;
        Assert(0);
    }
    return Byte;
}

// TODO(fox): Make separate full-size bitmap that gets scaled on the GPU instead of this
static void
State_BindBrushTexture(memory *Memory, brush_state *Brush, uint32 BytesPerPixel)
{
    GL_GenAndBindTexture(&Brush->GLTexture, Brush->Size, Brush->Size, BytesPerPixel, Brush->PaintBuffer);
}

static void
Brush_CalcBitmapAlphaFromSize(memory *Memory, brush_state *Brush, uint32 BytesPerPixel)
{
    int32 BrushLength = Brush->Size;
    if (BrushLength > 128) {
        BrushLength = BrushLength + (16 - (BrushLength % 16));
    }
    real32 BrushCenter = (real32)BrushLength / 2;
    real32 MaxLength = BrushCenter;
    void *BrushAddress = Brush->PaintBuffer;

    render_byte_info Byte = Bitmap_ByteInfo(BytesPerPixel);

    for (int Y = 0; Y < BrushLength; Y++) {
        for (int X = 0; X < BrushLength; X++) {
            uint8 *PixelAddress = (uint8 *)BrushAddress + (Y * BytesPerPixel*BrushLength) + (X * BytesPerPixel);
            uint32 *R_DestAddress = (uint32 *)(PixelAddress + Byte.ByteOffset*0);
            // uint32 *G_DestAddress = (uint32 *)(PixelAddress + Byte.ByteOffset*1);
            // uint32 *B_DestAddress = (uint32 *)(PixelAddress + Byte.ByteOffset*2);
            uint32 *A_DestAddress = (uint32 *)(PixelAddress + Byte.ByteOffset*3);
            v2 Pos = V2(BrushCenter - X, BrushCenter - Y);
            real32 L = sqrt(LengthSq(Pos));
            real32 Gradient = Ceil(L, MaxLength) / MaxLength;
            Gradient = pow(Gradient, Brush->Hardness);
            *R_DestAddress = (*R_DestAddress & ~Byte.MaskPixel) | Byte.Bits;  // brush preview is red
            *A_DestAddress = (*A_DestAddress & ~Byte.MaskPixel) | (uint32)((1.0f - Gradient)*Byte.Bits);
        }
    }
}

static void
Brush_Info(brush_info *B, brush_state *Brush, block_source *Source, v2 LayerPos, v4 Color)
{
    B->BrushLength = (uint32)Brush->Size;
    if (B->BrushLength > 128) {
        B->BrushLength = B->BrushLength + (16 - (B->BrushLength % 16));
    }

    rectangle RenderRegion = { 0, 0, Source->Width, Source->Height };
    rectangle BrushPos = { (int32)(LayerPos.x - (B->BrushLength / 2)),
                           (int32)(LayerPos.y - (B->BrushLength / 2)),
                           (int32)(LayerPos.x + (B->BrushLength / 2)),
                           (int32)(LayerPos.y + (B->BrushLength / 2)) };

    B->LayerBounds = ClipRectangle(BrushPos, RenderRegion);

    if (BrushPos.Min.x < Brush->CacheBounds.Min.x)
        Brush->CacheBounds.Min.x = BrushPos.Min.x;
    if (BrushPos.Min.y < Brush->CacheBounds.Min.y)
        Brush->CacheBounds.Min.y = BrushPos.Min.y;
    if (BrushPos.Max.x > Brush->CacheBounds.Max.x)
        Brush->CacheBounds.Max.x = BrushPos.Max.x;
    if (BrushPos.Max.y > Brush->CacheBounds.Max.y)
        Brush->CacheBounds.Max.y = BrushPos.Max.y;

    B->BytesPerPixel = 4;
    B->SourceWidth = Source->Width;
    B->SourceBytesPerPixel = Source->BytesPerPixel;

    Assert(Source->BytesPerPixel == 4);

    B->LayerPitch = Source->Width*Source->BytesPerPixel;
    B->BrushPitch = (int)B->BrushLength * B->BytesPerPixel;

    B->LayerBits = Bitmap_ByteInfo(Source->BytesPerPixel);
    B->BrushBits = Bitmap_ByteInfo(B->BytesPerPixel);

    B->ExtraX = 0;
    B->ExtraY = 0;
    if (BrushPos.Min.x < 0) {
        B->ExtraX = BrushPos.Min.x;
    }
    if (BrushPos.Min.y < 0) {
        B->ExtraY = BrushPos.Min.y;
    }

    B->BrushBuffer = Brush->PaintBuffer;
    B->EraseMode = Brush->EraseMode;

    // ImGui's color picker works in sRGB, so we need to convert to linear.
    // real32 R_Brush = (Color.r >= 0.04045) ? pow((Color.r + 0.055) / (1 + 0.055), 2.4) : Color.r / 12.92;
    // real32 G_Brush = (Color.g >= 0.04045) ? pow((Color.g + 0.055) / (1 + 0.055), 2.4) : Color.g / 12.92;
    // real32 B_Brush = (Color.b >= 0.04045) ? pow((Color.b + 0.055) / (1 + 0.055), 2.4) : Color.b / 12.92;
    // real32 A_Brush = (Color.a >= 0.04045) ? pow((Color.a + 0.055) / (1 + 0.055), 2.4) : Color.a / 12.92;
    B->R_Brush = Color.r;
    B->G_Brush = Color.g;
    B->B_Brush = Color.b;
    B->A_Brush = Color.a;

    B->BrushRow = (uint8 *)B->BrushBuffer;
}

void Bitmap_SwapData(uint8 *Address_0, uint8 *Address_1, uint64 Size, uint16 BytesPerPixel)
{
    uint64 i = 0;
    uint16 ByteOffset = Bitmap_ByteInfo(BytesPerPixel).ByteOffset;
    uint64 RemainderBytes = Size % ByteOffset;
    Assert(BytesPerPixel == 8);

#if ARM
    Assert(InstructionMode != instruction_mode_neon);
#else
    if (BytesPerPixel == 4) {
        uint32 Temp = 0;
        while (i < Size) {
            uint32 *Pixel_0 = (uint32 *)(Address_0 + i);
            uint32 *Pixel_1 = (uint32 *)(Address_1 + i);
            if (*Pixel_0 != 0x00000000) {
                Temp = *Pixel_1;
                *Pixel_1 = *Pixel_0;
                *Pixel_0 = Temp;
            }
            i += sizeof(uint32);
        }
    } else if (BytesPerPixel == 8) {
        uint64 Temp = 0;
        __m256i Zero = _mm256_set1_epi64x(0);
        __m256i Max32 = _mm256_set1_epi32(0xFFFFFFFF);
        if (InstructionMode == instruction_mode_avx) {
            while (i < Size - RemainderBytes) {
                uint8 *Pixel_0_Address = (Address_0 + i);
                __m256i Pixel_0 = _mm256_loadu_si256((__m256i *)Pixel_0_Address);
                __m256i AlphaMask = _mm256_cmpeq_epi64(Pixel_0, Zero);
                if (_mm256_movemask_epi8(AlphaMask) != 0xFFFFFFFF) {
                    uint8 *Pixel_1_Address = (Address_1 + i);
                    __m256i Pixel_1 = _mm256_loadu_si256((__m256i *)Pixel_1_Address);
                    AlphaMask = _mm256_andnot_si256(AlphaMask, Max32);
                    _mm256_maskstore_epi64((long long *)Pixel_1_Address, AlphaMask, Pixel_0);
                    _mm256_maskstore_epi64((long long *)Pixel_0_Address, AlphaMask, Pixel_1);
                }
                i += sizeof(uint64)*4;
            }
        }
        while (i < Size) {
            uint64 *Pixel_0 = (uint64 *)(Address_0 + i);
            uint64 *Pixel_1 = (uint64 *)(Address_1 + i);
            if (*Pixel_0 != 0x0000000000000000) {
                Temp = *Pixel_1;
                *Pixel_1 = *Pixel_0;
                *Pixel_0 = Temp;
            }
            i += sizeof(uint64);
        }
    } else {
        Assert(0);
    }
#endif

}


static void
PaintTest(brush_info B, void *Buffer, rectangle RenderRegion)
{
    for (int32 Y = RenderRegion.Min.y; Y < RenderRegion.Max.y; Y++) {
        for (int32 X = RenderRegion.Min.x; X < RenderRegion.Max.x; X++) {

            uint32 Offset = Y*B.LayerPitch + X*B.SourceBytesPerPixel;
            uint8 *LayerPixel = (uint8 *)Buffer + Offset;

            uint32 *R_DestAddress = (uint32 *)(LayerPixel + B.LayerBits.ByteOffset * 0);
            uint32 *G_DestAddress = (uint32 *)(LayerPixel + B.LayerBits.ByteOffset * 1);
            uint32 *B_DestAddress = (uint32 *)(LayerPixel + B.LayerBits.ByteOffset * 2);
            uint32 *A_DestAddress = (uint32 *)(LayerPixel + B.LayerBits.ByteOffset * 3);

            real32 R_Layer = (real32)(*R_DestAddress & B.LayerBits.MaskPixel) * B.LayerBits.Normalized;
            real32 G_Layer = (real32)(*G_DestAddress & B.LayerBits.MaskPixel) * B.LayerBits.Normalized;
            real32 B_Layer = (real32)(*B_DestAddress & B.LayerBits.MaskPixel) * B.LayerBits.Normalized;
            real32 A_Layer = (real32)(*A_DestAddress & B.LayerBits.MaskPixel) * B.LayerBits.Normalized;

            int32 TrueX = (X - B.LayerBounds.Min.x) - B.ExtraX;
            int32 TrueY = (Y - B.LayerBounds.Min.y) - B.ExtraY;

            // Assert(TrueX >= 0 && TrueX < BrushLength);
            // Assert(TrueY >= 0 && TrueY < BrushLength);

            uint8 *BrushPixel = (uint8 *)B.BrushRow + (TrueY * B.BrushPitch) + (TrueX * B.BytesPerPixel);

            real32 Brush_BitmapAlpha = (real32)((*(uint32 *)(BrushPixel + B.BrushBits.ByteOffset*3)) & B.BrushBits.MaskPixel) * B.BrushBits.Normalized;

            real32 BrushAlpha = Brush_BitmapAlpha * B.A_Brush;
            real32 LayerAlpha = A_Layer;

            real32 A_Blend = 0;
            real32 R_Blend = 0;
            real32 G_Blend = 0;
            real32 B_Blend = 0;

            if (!B.EraseMode) {
                A_Blend = LayerAlpha + BrushAlpha;
                // R_Blend = (R_Layer * (1.0f - BrushAlpha)) + (B.R_Brush * BrushAlpha);
                // G_Blend = (G_Layer * (1.0f - BrushAlpha)) + (B.G_Brush * BrushAlpha);
                // B_Blend = (B_Layer * (1.0f - BrushAlpha)) + (B.B_Brush * BrushAlpha);
                R_Blend = B.R_Brush;
                G_Blend = B.G_Brush;
                B_Blend = B.B_Brush;
            } else {
                A_Blend = A_Layer * (1.0f - BrushAlpha);
                R_Blend = R_Layer;
                G_Blend = G_Layer;
                B_Blend = B_Layer;
            }

            /*
            R_Blend = (R_Brush * (1.0f - LayerAlpha)) + (R_Blend * LayerAlpha);
            G_Blend = (G_Brush * (1.0f - LayerAlpha)) + (G_Blend * LayerAlpha);
            B_Blend = (B_Brush * (1.0f - LayerAlpha)) + (B_Blend * LayerAlpha);
            */

            Assert(R_Blend <= 1.0f);

            uint32 R_Out = (uint32)(Normalize(R_Blend) * B.LayerBits.Bits);
            uint32 G_Out = (uint32)(Normalize(G_Blend) * B.LayerBits.Bits);
            uint32 B_Out = (uint32)(Normalize(B_Blend) * B.LayerBits.Bits);
            uint32 A_Out = (uint32)(Normalize(A_Blend) * B.LayerBits.Bits);

            *R_DestAddress = (*R_DestAddress & ~B.LayerBits.MaskPixel) | R_Out;
            *G_DestAddress = (*G_DestAddress & ~B.LayerBits.MaskPixel) | G_Out;
            *B_DestAddress = (*B_DestAddress & ~B.LayerBits.MaskPixel) | B_Out;
            *A_DestAddress = (*A_DestAddress & ~B.LayerBits.MaskPixel) | A_Out;
        }
    }
}

#if ARM
#else
static void
PaintTest_AVX2(brush_info B, void *Buffer, rectangle RenderRegion)
{
    __m256 One = _mm256_set1_ps(1);
    __m256 Zero = _mm256_set1_ps(0);
    __m256 Eight = _mm256_set1_ps(8);
    __m256i FF = _mm256_set1_epi32(0xFF);
    __m256 R_Brush =_mm256_set1_ps(B.R_Brush);
    __m256 G_Brush =_mm256_set1_ps(B.G_Brush);
    __m256 B_Brush =_mm256_set1_ps(B.B_Brush);
    __m256 A_Brush =_mm256_set1_ps(B.A_Brush);
    __m256 Norm255 = _mm256_set1_ps(1/255.0f);
    __m256 Real255 = _mm256_set1_ps(255.0f);
    __m256 LayerBoundsMaxX = _mm256_set1_ps(B.SourceWidth);

    for (int32 Y = RenderRegion.Min.y; Y < RenderRegion.Max.y; Y++) {
        __m256 PixelX = _mm256_setr_ps((real32)RenderRegion.Min.x,
                                       (real32)RenderRegion.Min.x+1,
                                       (real32)RenderRegion.Min.x+2,
                                       (real32)RenderRegion.Min.x+3,
                                       (real32)RenderRegion.Min.x+4,
                                       (real32)RenderRegion.Min.x+5,
                                       (real32)RenderRegion.Min.x+6,
                                       (real32)RenderRegion.Min.x+7);
        for (int32 X = RenderRegion.Min.x; X < RenderRegion.Max.x; X += 8) {

            __m256i TileBarrier = _mm256_cvtps_epi32(_mm256_cmp_ps(PixelX, LayerBoundsMaxX, 1));

            uint32 Offset = Y*B.LayerPitch + X*B.SourceBytesPerPixel;
            uint8 *LayerPixelAddress = (uint8 *)Buffer + Offset;

            __m256i LayerPixels = _mm256_loadu_si256((const __m256i *)LayerPixelAddress);

            __m256 R_Layer = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(                  LayerPixels,      FF)), Norm255);
            __m256 G_Layer = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(LayerPixels, 8),  FF)), Norm255);
            __m256 B_Layer = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(LayerPixels, 16), FF)), Norm255);
            __m256 A_Layer = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(LayerPixels, 24), FF)), Norm255);

            int32 TrueX = (X - B.LayerBounds.Min.x) - B.ExtraX;
            int32 TrueY = (Y - B.LayerBounds.Min.y) - B.ExtraY;
            uint8 *BrushPixelAddress = (uint8 *)B.BrushRow + (TrueY * B.BrushPitch) + (TrueX * B.BytesPerPixel);
            __m256i BrushPixels = _mm256_loadu_si256((const __m256i *)BrushPixelAddress);

            __m256 Brush_BitmapAlpha = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(BrushPixels, 24), FF)), Norm255);

            __m256 A_BrushMultiplied = _mm256_mul_ps(Brush_BitmapAlpha, A_Brush);

            __m256 A_Blend = _mm256_add_ps(A_Layer, A_BrushMultiplied);

            __m256 R_Blend = _mm256_add_ps(_mm256_mul_ps(R_Layer, _mm256_sub_ps(One, A_BrushMultiplied)), _mm256_mul_ps(R_Brush, A_BrushMultiplied));
            __m256 G_Blend = _mm256_add_ps(_mm256_mul_ps(G_Layer, _mm256_sub_ps(One, A_BrushMultiplied)), _mm256_mul_ps(G_Brush, A_BrushMultiplied));
            __m256 B_Blend = _mm256_add_ps(_mm256_mul_ps(B_Layer, _mm256_sub_ps(One, A_BrushMultiplied)), _mm256_mul_ps(B_Brush, A_BrushMultiplied));

            __m256i R_Out = _mm256_cvtps_epi32(_mm256_mul_ps(_mm256_max_ps(_mm256_min_ps(One, R_Blend), Zero), Real255));
            __m256i G_Out = _mm256_cvtps_epi32(_mm256_mul_ps(_mm256_max_ps(_mm256_min_ps(One, G_Blend), Zero), Real255));
            __m256i B_Out = _mm256_cvtps_epi32(_mm256_mul_ps(_mm256_max_ps(_mm256_min_ps(One, B_Blend), Zero), Real255));
            __m256i A_Out = _mm256_cvtps_epi32(_mm256_mul_ps(_mm256_max_ps(_mm256_min_ps(One, A_Blend), Zero), Real255));

            __m256i OutputPixel = _mm256_or_si256(
                                  _mm256_or_si256(R_Out, _mm256_slli_epi32(G_Out, 8)),
                                  _mm256_or_si256(_mm256_slli_epi32(B_Out, 16), _mm256_slli_epi32(A_Out, 24)));

            // _mm256_storeu_si256((__m256i *)LayerPixelAddress, OutputPixel);
            _mm256_maskstore_epi32((int *)LayerPixelAddress, TileBarrier, OutputPixel);
            PixelX = _mm256_add_ps(PixelX, Eight);
        }
    }
}
#endif

static void
Brush_Render(project_state *State, ui *UI, layer_transforms T_Layer, block_composition *MainComp, block_source *Source, void *BitmapAddress, ImVec2 ViewportMin, v2 LayerPos)
{
    brush_info B;
    Brush_Info(&B, &State->Brush, Source, LayerPos, UI->Color);
    if (State->Brush.Size >= 128) {
        Render_Main((void *)&B, BitmapAddress, render_type_brush, B.LayerBounds);
    } else {
        PaintTest(B, BitmapAddress, B.LayerBounds);
    }
}