node: fixed issue with "taking" values from input tables
As opposed to simply leaving all values in the table, nodes can now "take" values that they use to free up memory (e.g. "taking" input buffers if they're used to produce an output buffer). This is a fairly large change, expect regressions.
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@@ -68,7 +68,7 @@ NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path, const qi
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return ProcessNode(path);
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}
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void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params)
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void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable& output_params)
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{
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Q_UNUSED(node)
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Q_UNUSED(range)
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@@ -136,7 +136,7 @@ void RenderWorker::InputProcessingEvent(NodeInput* input, const TimeRange& input
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}
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}
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void RenderWorker::ProcessNodeEvent(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params)
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void RenderWorker::ProcessNodeEvent(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable &output_params)
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{
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// Check if we have a shader for this output
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RunNodeAccelerated(node, range, input_params, output_params);
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