nodes: store time with accelerated jobs

Fixes #2031
This commit is contained in:
itsmattkc
2022-09-23 02:55:18 -07:00
parent b553d5afb7
commit b19730b1f5
10 changed files with 37 additions and 29 deletions
+3 -3
View File
@@ -54,7 +54,7 @@ TexturePtr RenderProcessor::GenerateTexture(const rational &time, const rational
NodeValue tex_val = table.Get(NodeValue::kTexture);
ResolveJobs(tex_val, range);
ResolveJobs(tex_val);
return tex_val.toTexture();
}
@@ -226,7 +226,7 @@ void RenderProcessor::Run()
NodeValue sample_val = table.Get(NodeValue::kSamples);
ResolveJobs(sample_val, time);
ResolveJobs(sample_val);
SampleBuffer samples = sample_val.toSamples();
if (samples.is_allocated()) {
@@ -522,7 +522,7 @@ void RenderProcessor::ProcessAudioFootage(SampleBuffer &destination, const Foota
}
}
void RenderProcessor::ProcessShader(TexturePtr destination, const Node *node, const TimeRange &range, const ShaderJob &job)
void RenderProcessor::ProcessShader(TexturePtr destination, const Node *node, const ShaderJob &job)
{
if (!render_ctx_) {
return;