renderer: always hash along edges

This commit is contained in:
itsmattkc
2021-09-19 23:11:20 -07:00
parent 67c7c71ca2
commit 7ba5dca4ab
30 changed files with 76 additions and 59 deletions
+2 -2
View File
@@ -69,7 +69,7 @@ QVector<PreviewAutoCacher::HashData> PreviewAutoCacher::GenerateHashes(ViewerOut
const rational &time = times.at(i);
// See if hash already exists in disk cache
QByteArray hash = RenderManager::Hash(viewer->GetConnectedTextureOutput(), viewer->GetValueHintForInput(ViewerOutput::kTextureInput, -1), viewer->GetVideoParams(), time);
QByteArray hash = RenderManager::Hash(viewer->GetConnectedTextureOutput(), viewer->GetValueHintForInput(ViewerOutput::kTextureInput), viewer->GetVideoParams(), time);
// Check memory list since disk checking is slow
bool hash_exists = existing_hashes.contains(hash);
@@ -392,7 +392,7 @@ void PreviewAutoCacher::CopyValueHint(const NodeInput &input)
{
Node* our_input = copy_map_.value(input.node());
Node::ValueHint hint = input.node()->GetValueHintForInput(input.input(), input.element());
our_input->SetValueHintForInput(input.input(), input.element(), hint);
our_input->SetValueHintForInput(input.input(), hint, input.element());
}
void PreviewAutoCacher::InsertIntoCopyMap(Node *node, Node *copy)