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.
19 lines
323 B
C++
19 lines
323 B
C++
#ifndef AUDIOWORKER_H
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#define AUDIOWORKER_H
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#include "../audiorenderworker.h"
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class AudioWorker : public AudioRenderWorker
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{
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public:
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AudioWorker(QObject* parent = nullptr);
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protected:
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virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
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private:
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};
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#endif // AUDIOWORKER_H
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