renderer: keep frames in vram while paused
Saves some GPU cycles when adjusting parameters.
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@@ -57,14 +57,14 @@ protected:
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virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, NodeValueDatabase &input_params, NodeValueTable &output_params);
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virtual void FrameToValue(DecoderPtr decoder, StreamPtr stream, const TimeRange &range, NodeValueTable* table) = 0;
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virtual void FootageProcessingEvent(StreamPtr stream, const TimeRange &input_time, NodeValueTable* table) override;
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virtual NodeValue FrameToValue(DecoderPtr decoder, StreamPtr stream, const TimeRange &range) = 0;
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virtual void ProcessNodeEvent(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable &output_params) override;
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DecoderPtr ResolveDecoderFromInput(StreamPtr stream);
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NodeValue GetDataFromStream(StreamPtr stream, const TimeRange& input_time);
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const NodeDependency& CurrentPath() const;
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private:
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