If the nodes are now stateless, there's nothing stopping the renderer from rendering multiple frames at once. Earlier since the nodes held some of their input/output data (and that data could change per frame), it was not possible to render multiple frames at once without conflicts. Now that the node state is held in render threads, they can do whatever they want at any time.
12 lines
240 B
C
12 lines
240 B
C
#ifndef OPENGLSHADERCACHE_H
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#define OPENGLSHADERCACHE_H
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#include <QString>
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#include "openglshader.h"
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#include "render/backend/rendercache.h"
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using OpenGLShaderCache = RenderCache<QString, OpenGLShaderPtr>;
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#endif // OPENGLSHADERCACHE_H
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