nodes: optimize node graph changes by only updating from inputs that changed

A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
This commit is contained in:
itsmattkc
2020-04-26 04:16:15 +10:00
parent 17999eab7a
commit 53ae25a7cb
34 changed files with 360 additions and 422 deletions
+5 -5
View File
@@ -59,12 +59,12 @@ NodeInput *ClipBlock::texture_input() const
return texture_input_;
}
void ClipBlock::InvalidateCache(const rational &start_range, const rational &end_range, NodeInput *from)
void ClipBlock::InvalidateCache(const TimeRange &range, NodeInput *from, NodeInput *source)
{
// If signal is from texture input, transform all times from media time to sequence time
if (from == texture_input_) {
rational start = MediaToSequenceTime(start_range);
rational end = MediaToSequenceTime(end_range);
rational start = MediaToSequenceTime(range.in());
rational end = MediaToSequenceTime(range.out());
// Ensure range actually covers this clip's area
if (!(end < in() || start > out())) {
@@ -73,12 +73,12 @@ void ClipBlock::InvalidateCache(const rational &start_range, const rational &end
start = qMax(start, in());
end = qMin(end, out());
Node::InvalidateCache(start, end, from);
Node::InvalidateCache(TimeRange(start, end), from, source);
}
} else {
// Otherwise, pass signal along normally
Node::InvalidateCache(start_range, end_range, from);
Node::InvalidateCache(range, from, source);
}
}