Rework rendering pipeline to make better use of multithreading
Move OpenGL frame to ARGB conversion to processing threads Move video exporting to processing threads Skip creation of BufferedImage and instead use ByteBuffer with ARGB content directly
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package eu.crushedpixel.replaymod.video.capturer;
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import eu.crushedpixel.replaymod.video.frame.OpenGlFrame;
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public class SimpleOpenGlFrameCapturer extends OpenGlFrameCapturer<OpenGlFrame, CaptureData> {
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public SimpleOpenGlFrameCapturer(WorldRenderer<CaptureData> worldRenderer, RenderInfo renderInfo) {
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super(worldRenderer, renderInfo);
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}
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@Override
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public OpenGlFrame process() {
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float partialTicks = renderInfo.updateForNextFrame();
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return renderFrame(framesDone++, partialTicks);
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}
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}
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