renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+2 -2
View File
@@ -29,7 +29,7 @@ MediaInput::MediaInput() :
connected_footage_(nullptr)
{
footage_input_ = new NodeInput("footage_in", NodeInput::kFootage);
footage_input_->SetConnectable(false);
footage_input_->set_connectable(false);
footage_input_->set_is_keyframable(false);
connect(footage_input_, &NodeInput::ValueChanged, this, &MediaInput::FootageChanged);
AddInput(footage_input_);
@@ -63,7 +63,7 @@ NodeValueTable MediaInput::Value(NodeValueDatabase &value) const
rational media_duration = Timecode::timestamp_to_time(connected_footage_->duration(),
connected_footage_->timebase());
table.Push(NodeInput::kRational, QVariant::fromValue(media_duration), "length");
table.Push(NodeInput::kRational, QVariant::fromValue(media_duration), this, "length");
}
// Push buffer to the top of the stack
+1
View File
@@ -57,6 +57,7 @@ NodeValueTable TimeInput::Value(NodeValueDatabase &value) const
table.Push(NodeParam::kFloat,
value[QStringLiteral("global")].Get(NodeParam::kFloat, QStringLiteral("time_in")),
this,
QStringLiteral("time"));
return table;