shifted to new dependency structure
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@@ -73,24 +73,34 @@ void RendererProcessor::SetCacheName(const QString &s)
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GenerateCacheIDInternal();
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}
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void RendererProcessor::Process()
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QVariant RendererProcessor::Value(NodeOutput* output, const rational& time)
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{
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texture_output_->set_value(0);
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if (output == texture_output_) {
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if (!texture_input_->IsConnected()) {
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// Nothing is connected - nothing to show or render
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return 0;
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}
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if (!texture_input_->IsConnected()) {
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// Nothing is connected - nothing to show or render
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return;
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if (cache_id_.isEmpty()) {
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qWarning() << "RendererProcessor has no cache ID";
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return 0;
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}
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if (timebase_.isNull()) {
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qWarning() << "RendererProcessor has no timebase";
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return 0;
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}
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// FIXME: Test code only
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return texture_input_->get_value(time);
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// End test code
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}
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if (cache_id_.isEmpty()) {
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qWarning() << "RendererProcessor has no cache ID";
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return;
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}
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return 0;
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if (timebase_.isNull()) {
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qWarning() << "RendererProcessor has no timebase";
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return;
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}
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// This Renderer node relies on a disk cache so this Process() function should be quite fast. Either it returns the
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// cached frame or it returns nothing.
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@@ -252,7 +262,7 @@ void RendererProcessor::CacheNext()
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Node* node_to_cache = texture_input_->edges().first()->output()->parent();
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// Set graph time
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node_to_cache->set_time(time_to_cache);
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//node_to_cache->set_time(time_to_cache);
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// Run this probe in another thread
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RenderPath path = RendererProbe::ProbeNode(node_to_cache, threads_.size(), time_to_cache);
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