renderer: massive overhaul to move to a vastly simplified threading system
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@@ -34,20 +34,22 @@ class NodeTraverser : public CancelableObject
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public:
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NodeTraverser() = default;
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NodeValueTable GenerateTable(const Node *n, const TimeRange &range) const;
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NodeValueTable GenerateTable(const Node *n, const rational &in, const rational& out) const;
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NodeValueTable GenerateTable(const Node *n, const TimeRange &range);
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NodeValueTable GenerateTable(const Node *n, const rational &in, const rational& out);
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NodeValueDatabase GenerateDatabase(const Node *node, const TimeRange &range) const;
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NodeValueDatabase GenerateDatabase(const Node *node, const TimeRange &range);
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protected:
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virtual NodeValueTable GenerateBlockTable(const TrackOutput *track, const TimeRange& range) const;
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NodeValueTable ProcessInput(NodeInput *input, const TimeRange &range);
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virtual void FootageProcessingEvent(StreamPtr, const TimeRange&, NodeValueTable*) const {}
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virtual NodeValueTable GenerateBlockTable(const TrackOutput *track, const TimeRange& range);
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virtual void FootageProcessingEvent(StreamPtr, const TimeRange&, NodeValueTable*) {}
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virtual void ProcessNodeEvent(const Node*,
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const TimeRange&,
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NodeValueDatabase&,
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NodeValueTable&) const {}
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NodeValueTable&) {}
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private:
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static StreamPtr ResolveStreamFromInput(NodeInput* input);
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