render one frame per thread for increased parallelism
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.
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@@ -43,6 +43,8 @@ void VideoRenderBackend::InvalidateCache(const rational &start_range, const rati
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return;
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}
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RenderBackend::InvalidateCache(start_range, end_range);
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// Adjust range to min/max values
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rational start_range_adj = qMax(rational(0), start_range);
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rational end_range_adj = qMin(SequenceLength(), end_range);
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@@ -185,11 +187,6 @@ VideoRenderFrameCache *VideoRenderBackend::frame_cache()
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return &frame_cache_;
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}
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ColorProcessorCache *VideoRenderBackend::color_cache()
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{
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return &color_cache_;
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}
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const char *VideoRenderBackend::GetCachedFrame(const rational &time)
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{
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last_time_requested_ = time;
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@@ -237,9 +234,3 @@ NodeInput *VideoRenderBackend::GetDependentInput()
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{
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return viewer_node()->texture_input();
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}
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void VideoRenderBackend::CompletedFrame()
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{
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caching_ = false;
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CacheNext();
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}
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