renderer: keep frames in vram while paused
Saves some GPU cycles when adjusting parameters.
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@@ -116,6 +116,48 @@ NodeValueTable VideoRenderWorker::RenderInternal(const NodeDependency& path, con
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return value;
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}
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void VideoRenderWorker::FootageProcessingEvent(StreamPtr stream, const TimeRange &input_time, NodeValueTable *table)
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{
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if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
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return;
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}
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ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
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rational time_match = (stream->type() == Stream::kImage) ? rational() : input_time.in();
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QString colorspace_match = video_stream->get_colorspace_match_string();
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NodeValue value;
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bool found_cache = false;
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if (still_image_cache_.Has(stream.get())) {
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CachedStill cs = still_image_cache_.Get(stream.get());
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if (cs.colorspace == colorspace_match
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&& cs.alpha_is_associated == video_stream->premultiplied_alpha()
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&& cs.divider == video_params_.divider()
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&& cs.time == time_match) {
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value = cs.texture;
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found_cache = true;
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} else {
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still_image_cache_.Remove(stream.get());
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}
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}
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if (!found_cache) {
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value = GetDataFromStream(stream, input_time);
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still_image_cache_.Add(stream.get(), {value,
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colorspace_match,
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video_stream->premultiplied_alpha(),
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video_params_.divider(),
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time_match});
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}
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table->Push(value);
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}
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void VideoRenderWorker::SetParameters(const VideoRenderingParams &video_params)
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{
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video_params_ = video_params;
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