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VapourSynth
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R64
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<section id="vapoursynth-c-api-reference">
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<h1>VapourSynth C API Reference<a class="headerlink" href="#vapoursynth-c-api-reference" title="Permalink to this heading"></a></h1>
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<p>See the example filters in the sdk dir. Reading simplefilters.c, which contains
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several built-in functions, can also be very helpful.</p>
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<section id="public-headers">
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<h2>Public Headers<a class="headerlink" href="#public-headers" title="Permalink to this heading"></a></h2>
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="api/vapoursynth4.h.html">VapourSynth4.h</a></li>
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<li class="toctree-l1"><a class="reference internal" href="api/vshelper4.h.html">VSHelper4.h</a></li>
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<li class="toctree-l1"><a class="reference internal" href="api/vsscript4.h.html">VSScript4.h</a></li>
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</ul>
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</div>
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</section>
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<section id="common-pitfalls">
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<h2>Common Pitfalls<a class="headerlink" href="#common-pitfalls" title="Permalink to this heading"></a></h2>
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<p>There are several minor pitfalls related to the threading and design that have to be taken into consideration. Most of them usually aren’t a problem but here’s a small checklist of things you have to watch out for sometimes.</p>
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<section id="general-api">
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<h3>General API<a class="headerlink" href="#general-api" title="Permalink to this heading"></a></h3>
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<p>You may not pass objects (clips, functions and so on) owned by one core as arguments to filters in another core. A manual full deep copy of the data you want to pass on is required. This is generally not a problem since you should never need more than one core per filter graph.</p>
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</section>
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<section id="plugins">
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<h3>Plugins<a class="headerlink" href="#plugins" title="Permalink to this heading"></a></h3>
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<p>Plugin code may run more multithreaded than it initially appears. <em>VapourSynthPluginInit</em> is the only function always guaranteed to not run in parallel. This means that the constructor and destructor of a filter may be run in parallel for several instances. Use proper synchronization if you need to initialize shared data.</p>
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<p>The <em>GetFrame</em> function is a bit more complicated so see the reference of the constants. Do however note that the parallelism is per instance. Even if a filter is <em>fmUnordered</em> or <em>fmSerial</em> other instances may enter <em>GetFrame</em> simultaneously.</p>
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<p>There are two common misconseptions about which mode should be used. A simple rule is that <em>fmSerial</em> should never be used. And source filters (those returning a frame on <em>arInitial</em>) that need locking should use <em>fmUnordered</em>.</p>
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</section>
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</section>
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<section id="reserved-frame-properties">
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<h2>Reserved Frame Properties<a class="headerlink" href="#reserved-frame-properties" title="Permalink to this heading"></a></h2>
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<p>All frames contain a map of key–value pairs. It is recommended that these
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properties are named using only a-z, A-Z, 0-9 using CamelCase. There is a
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special category of keys starting with _ which have strictly defined meanings
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specified below. It is acceptable to not set any of these keys if they are
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unknown. It is also a fatal error to set them to a value not specified below.</p>
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<p>int _ChromaLocation</p>
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<blockquote>
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<div><p>Chroma sample position in YUV formats.</p>
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<p>0=left, 1=center, 2=topleft, 3=top, 4=bottomleft, 5=bottom.</p>
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</div></blockquote>
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<p>int _ColorRange</p>
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<blockquote>
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<div><p>Full or limited range (PC/TV range). Primarily used with YUV formats.</p>
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<p>0=full range, 1=limited range.</p>
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</div></blockquote>
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<p>int _Primaries</p>
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<blockquote>
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<div><p>Color primaries as specified in ITU-T H.265 Table E.3.</p>
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</div></blockquote>
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<p>int _Matrix</p>
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<blockquote>
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<div><p>Matrix coefficients as specified in ITU-T H.265 Table E.5.</p>
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</div></blockquote>
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<p>int _Transfer</p>
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<blockquote>
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<div><p>Transfer characteristics as specified in ITU-T H.265 Table E.4.</p>
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</div></blockquote>
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<p>int _FieldBased</p>
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<blockquote>
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<div><p>If the frame is composed of two independent fields (interlaced).</p>
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<p>0=frame based (progressive), 1=bottom field first, 2=top field first.</p>
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</div></blockquote>
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<p>float _AbsoluteTime</p>
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<blockquote>
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<div><p>The frame’s absolute timestamp in seconds if reported by the source filter.
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Should only be set by the source filter and not be modified. Use durations
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for all operations that depend on frame length.</p>
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</div></blockquote>
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<p>int _DurationNum, int _DurationDen</p>
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<blockquote>
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<div><p>The frame’s duration in seconds as a rational number. Filters that
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modify the framerate should also change these values.</p>
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<p>This fraction should always be normalized.</p>
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</div></blockquote>
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<p>bint _Combed</p>
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<blockquote>
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<div><p>Whether or not the frame needs postprocessing, usually hinted from field
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matching filters.</p>
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</div></blockquote>
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<p>int _Field</p>
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<blockquote>
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<div><p>If the frame was produced by something like core.std.SeparateFields,
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this property signals which field was used to generate this frame.</p>
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<p>0=from bottom field, 1=from top field.</p>
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</div></blockquote>
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<p>string _PictType</p>
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<blockquote>
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<div><p>A single character describing the frame type. It uses the common
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IPB letters but other letters may also be used for formats with
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additional frame types.</p>
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</div></blockquote>
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<p>int _SARNum, int _SARDen</p>
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<blockquote>
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<div><p>Pixel (sample) aspect ratio as a rational number.</p>
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</div></blockquote>
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<p>bint _SceneChangeNext</p>
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<blockquote>
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<div><p>If 1, this frame is the last frame of the current scene. The next frame starts a new scene.</p>
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</div></blockquote>
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<p>bint _SceneChangePrev</p>
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<blockquote>
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<div><p>If 1, this frame starts a new scene.</p>
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</div></blockquote>
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<p>frame _Alpha</p>
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<blockquote>
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<div><p>A clip’s alpha channel can be attached to the clip one frame at a
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time using this property.</p>
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</div></blockquote>
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</section>
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</section>
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<p>© Copyright 2012-2023, Fredrik Mellbin.</p>
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