void do_fade(VFrame *output_temp, float fade);
// Hardware version of MaskEngine
- void do_mask(VFrame *output_temp,
- int64_t start_position_project,
- MaskAutos *keyframe_set,
- MaskAuto *keyframe,
- MaskAuto *default_auto);
+ bool can_mask(int64_t start_position_project, MaskAutos *keyframe_set);
+ void do_mask(VFrame *output,
+ int64_t start_position_project, MaskAutos *keyframe_set,
+ MaskAuto *keyframe, MaskAuto *default_auto);
void convert_cmodel(VFrame *output, int dst_cmodel);
// The idea is to composite directly in the frame buffer if OpenGL.