Movie Clip Node: skip putting frame to cache when rendering animation
This helps keeping memory usage low and have cached segments untouched when mixing stuff like tracking and rendering -- now you wouldn't be need to re-cache segment you're working on after rendering. --- svn merge -r48550:48552 ^/branches/soc-2011-tomato
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@ -81,6 +81,7 @@ void MovieClipNode::convertToOperations(ExecutionSystem *graph, CompositorContex
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operation->setMovieClip(movieClip);
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operation->setMovieClipUser(movieClipUser);
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operation->setFramenumber(context->getFramenumber());
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operation->setCacheFrame(!context->isRendering());
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graph->addOperation(operation);
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MovieTrackingStabilization *stab = &movieClip->tracking.stabilization;
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@ -48,7 +48,16 @@ void MovieClipOperation::initExecution()
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if (this->m_movieClip) {
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BKE_movieclip_user_set_frame(this->m_movieClipUser, this->m_framenumber);
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ImBuf *ibuf;
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ibuf = BKE_movieclip_get_ibuf(this->m_movieClip, this->m_movieClipUser);
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if (this->m_cacheFrame) {
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ibuf = BKE_movieclip_get_ibuf(this->m_movieClip, this->m_movieClipUser);
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}
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else {
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int flag = this->m_movieClip->flag & MCLIP_TIMECODE_FLAGS;
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ibuf = BKE_movieclip_get_ibuf_flag(this->m_movieClip, this->m_movieClipUser, flag, MOVIECLIP_CACHE_SKIP);
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}
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if (ibuf) {
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this->m_movieClipBuffer = ibuf;
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if (ibuf->rect_float == NULL || ibuf->userflags & IB_RECT_INVALID) {
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@ -43,6 +43,7 @@ protected:
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int m_movieClipheight;
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int m_movieClipwidth;
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int m_framenumber;
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bool m_cacheFrame;
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/**
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* Determine the output resolution. The resolution is retrieved from the Renderer
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@ -56,6 +57,7 @@ public:
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void deinitExecution();
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void setMovieClip(MovieClip *image) { this->m_movieClip = image; }
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void setMovieClipUser(MovieClipUser *imageuser) { this->m_movieClipUser = imageuser; }
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void setCacheFrame(bool value) { this->m_cacheFrame = value; }
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void setFramenumber(int framenumber) { this->m_framenumber = framenumber; }
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void executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer * inputBuffers[]);
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