nodes: optimize job infrastructure
Rework traversing so that jobs are only resolved when they are used. This should provide moderate optimize to the traversing process.
This commit is contained in:
+36
-66
@@ -52,6 +52,8 @@ NodeValueRow NodeTraverser::GenerateRow(NodeValueDatabase *database, const Node
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row.insert(it.key(), value);
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}
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PreProcessRow(node, range, row);
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return row;
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}
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@@ -258,7 +260,6 @@ NodeValueTable NodeTraverser::GenerateTable(const Node *n, const Node::ValueHint
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if (is_enabled) {
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NodeValueRow row = GenerateRow(&database, n, range);
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//qDebug() << "FIXME: Implement pre-process of row";
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// Generate output table
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NodeValueTable table = database.Merge();
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@@ -266,9 +267,6 @@ NodeValueTable NodeTraverser::GenerateTable(const Node *n, const Node::ValueHint
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// By this point, the node should have all the inputs it needs to render correctly
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n->Value(row, GenerateGlobals(video_params_, range), &table);
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// Post-process table
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PostProcessTable(n, hint, range, table);
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return table;
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} else {
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return database.Merge();
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@@ -355,9 +353,8 @@ QVector2D NodeTraverser::GenerateResolution() const
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return QVector2D(video_params_.square_pixel_width(), video_params_.height());
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}
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void NodeTraverser::PostProcessTable(const Node *node, const Node::ValueHint &hint, const TimeRange &range, NodeValueTable &output_params)
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void NodeTraverser::PreProcessRow(const Node *node, const TimeRange &range, NodeValueRow &row)
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{
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bool got_cached_frame = false;
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QByteArray cached_node_hash;
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// Convert footage to image/sample buffers
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@@ -374,80 +371,53 @@ void NodeTraverser::PostProcessTable(const Node *node, const Node::ValueHint &hi
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}
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}*/
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// Strip out any jobs or footage
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QList<NodeValue> footage_jobs_to_run;
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QList<NodeValue> shader_jobs_to_run;
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QList<NodeValue> sample_jobs_to_run;
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QList<NodeValue> generate_jobs_to_run;
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// Resolve any jobs
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for (auto it=row.begin(); it!=row.end(); it++) {
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// Jobs will almost always be submitted with one of these types
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NodeValue &val = it.value();
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for (int i=0; i<output_params.Count(); i++) {
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const NodeValue& v = output_params.at(i);
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QList<NodeValue>* take_this_value_list = nullptr;
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if (val.type() == NodeValue::kTexture || val.type() == NodeValue::kSamples) {
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const QVariant &v = val.data();
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if (v.type() == NodeValue::kFootageJob) {
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take_this_value_list = &footage_jobs_to_run;
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} else if (v.type() == NodeValue::kShaderJob) {
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take_this_value_list = &shader_jobs_to_run;
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} else if (v.type() == NodeValue::kSampleJob) {
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take_this_value_list = &sample_jobs_to_run;
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} else if (v.type() == NodeValue::kGenerateJob) {
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take_this_value_list = &generate_jobs_to_run;
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}
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if (v.canConvert<ShaderJob>()) {
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if (take_this_value_list) {
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take_this_value_list->append(output_params.TakeAt(i));
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i--;
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}
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}
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qDebug() << "Running shader for" << val.source();
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val.set_data(QVariant::fromValue(ProcessShader(val.source(), range, v.value<ShaderJob>())));
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if (!got_cached_frame) {
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// Retrieve video frames
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foreach (const NodeValue& v, footage_jobs_to_run) {
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// Assume this is a VideoStream, we did a type check earlier in the function
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FootageJob job = v.data().value<FootageJob>();
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} else if (v.canConvert<GenerateJob>()) {
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if (job.type() == Track::kVideo) {
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rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), job.loop_mode(), job.length(), job.video_params().video_type(), job.video_params().frame_rate_as_time_base());
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val.set_data(QVariant::fromValue(ProcessFrameGeneration(val.source(), v.value<GenerateJob>())));
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if (footage_time.isNaN()) {
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// Push dummy texture
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output_params.Push(NodeValue::kTexture, QVariant::fromValue(CreateDummyTexture(job.video_params())), node, v.array(), v.tag());
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} else {
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output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessVideoFootage(job, footage_time)), node, v.array(), v.tag());
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} else if (v.canConvert<FootageJob>()) {
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FootageJob job = v.value<FootageJob>();
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if (job.type() == Track::kVideo) {
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rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), job.loop_mode(), job.length(), job.video_params().video_type(), job.video_params().frame_rate_as_time_base());
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if (footage_time.isNaN()) {
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// Push dummy texture
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val.set_data(QVariant::fromValue(CreateDummyTexture(job.video_params())));
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} else {
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val.set_data(QVariant::fromValue(ProcessVideoFootage(job, footage_time)));
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}
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} else if (job.type() == Track::kAudio) {
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val.set_data(QVariant::fromValue(ProcessAudioFootage(job, range)));
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}
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} else if (v.canConvert<SampleJob>()) {
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val.set_data(QVariant::fromValue(ProcessSamples(node, range, v.value<SampleJob>())));
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}
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}
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// Run shaders
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foreach (const NodeValue& v, shader_jobs_to_run) {
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output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessShader(node, range, v.data().value<ShaderJob>())), node, v.array(), v.tag());
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}
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// Run generate jobs
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foreach (const NodeValue& v, generate_jobs_to_run) {
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output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessFrameGeneration(node, v.data().value<GenerateJob>())), node, v.array(), v.tag());
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}
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}
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// Retrieve audio samples
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foreach (const NodeValue& v, footage_jobs_to_run) {
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// Assume this is an AudioStream, we did a type check earlier in the function
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FootageJob job = v.data().value<FootageJob>();
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if (job.type() == Track::kAudio) {
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output_params.Push(NodeValue::kSamples, QVariant::fromValue(ProcessAudioFootage(job, range)), node, v.array(), v.tag());
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}
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}
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// Run any accelerated shader jobs
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foreach (const NodeValue& v, sample_jobs_to_run) {
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output_params.Push(NodeValue::kSamples, QVariant::fromValue(ProcessSamples(node, range, v.data().value<SampleJob>())), node, v.array(), v.tag());
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}
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if (CanCacheFrames() && node->GetCacheTextures() && !got_cached_frame) {
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/*if (CanCacheFrames() && node->GetCacheTextures() && !got_cached_frame) {
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// Save cached texture
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SaveCachedTexture(cached_node_hash, output_params.Get(NodeValue::kTexture).value<TexturePtr>());
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}
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}*/
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}
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TexturePtr NodeTraverser::CreateDummyTexture(const VideoParams &p)
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