nodes: implemented infrastructure for caching any node

Not accessible through UI yet, but ported Footage node to it
(previously we used a hack to ensure Footage textures were
cached, now it's a formal infrastructure).
This commit is contained in:
itsmattkc
2021-04-11 18:56:39 +10:00
parent 210eb86cd2
commit 6c30f8cf46
10 changed files with 129 additions and 39 deletions
+3 -1
View File
@@ -61,9 +61,11 @@ public:
QString CachePathName(const QByteArray &hash) const;
static QString CachePathName(const QString& cache_path, const QByteArray &hash);
bool SaveCacheFrame(const QString& filename, char *data, const VideoParams &vparam, int linesize_bytes) const;
static bool SaveCacheFrame(const QString& filename, char *data, const VideoParams &vparam, int linesize_bytes);
bool SaveCacheFrame(const QByteArray& hash, char *data, const VideoParams &vparam, int linesize_bytes) const;
bool SaveCacheFrame(const QByteArray& hash, FramePtr frame) const;
static bool SaveCacheFrame(const QString& cache_path, const QByteArray& hash, char *data, const VideoParams &vparam, int linesize_bytes);
static bool SaveCacheFrame(const QString& cache_path, const QByteArray& hash, FramePtr frame);
static FramePtr LoadCacheFrame(const QString& cache_path, const QByteArray& hash);
FramePtr LoadCacheFrame(const QByteArray& hash) const;
static FramePtr LoadCacheFrame(const QString& fn);