nodes: rework so that jobs can be completely deferred
Big optimization requiring a lot of refactoring.
This commit is contained in:
@@ -60,13 +60,15 @@ void OCIOBaseNode::RemovedFromGraph()
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void OCIOBaseNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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if (value[kTextureInput].toTexture() && processor_) {
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auto tex_met = value[kTextureInput];
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TexturePtr t = tex_met.toTexture();
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if (t && processor_) {
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ColorTransformJob job;
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job.SetColorProcessor(processor_);
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job.SetInputTexture(value[kTextureInput].toTexture());
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job.SetInputTexture(tex_met);
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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table->Push(NodeValue::kTexture, t->toJob(job), this);
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}
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}
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@@ -155,50 +155,50 @@ void OCIOGradingTransformLinearNode::GenerateProcessor()
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void OCIOGradingTransformLinearNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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if (value[kTextureInput].toTexture() && processor()) {
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ColorTransformJob job;
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if (TexturePtr tex = value[kTextureInput].toTexture()) {
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if (processor()) {
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ColorTransformJob job(value);
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job.SetColorProcessor(processor());
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job.SetInputTexture(value[kTextureInput].toTexture());
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job.SetColorProcessor(processor());
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job.SetInputTexture(value[kTextureInput]);
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job.Insert(value);
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const int MASTER_CHANNEL = 0;
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const int RED_CHANNEL = 1;
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const int GREEN_CHANNEL = 2;
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const int BLUE_CHANNEL = 3;
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const int MASTER_CHANNEL = 0;
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const int RED_CHANNEL = 1;
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const int GREEN_CHANNEL = 2;
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const int BLUE_CHANNEL = 3;
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// Oddly, OCIO uses RGBMs when setting the GradingPrimary on the CPU, but uses vec3s on the GPU.
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// Even more oddly, the conversion from RGBM to vec3 does not appear to have a public API.
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// Therefore, this code has been duplicated from OCIO here:
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// https://github.com/AcademySoftwareFoundation/OpenColorIO/blob/3abbe5b20521169580fcfe3692aca81859859953/src/OpenColorIO/ops/gradingprimary/GradingPrimary.cpp#L157
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QVector4D offset = value[kOffsetInput].toVec4();
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offset[RED_CHANNEL] += offset[MASTER_CHANNEL];
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offset[GREEN_CHANNEL] += offset[MASTER_CHANNEL];
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offset[BLUE_CHANNEL] += offset[MASTER_CHANNEL];
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job.Insert(kOffsetInput, NodeValue(NodeValue::kVec3, QVector3D(offset[RED_CHANNEL], offset[GREEN_CHANNEL], offset[BLUE_CHANNEL])));
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// Oddly, OCIO uses RGBMs when setting the GradingPrimary on the CPU, but uses vec3s on the GPU.
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// Even more oddly, the conversion from RGBM to vec3 does not appear to have a public API.
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// Therefore, this code has been duplicated from OCIO here:
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// https://github.com/AcademySoftwareFoundation/OpenColorIO/blob/3abbe5b20521169580fcfe3692aca81859859953/src/OpenColorIO/ops/gradingprimary/GradingPrimary.cpp#L157
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QVector4D offset = value[kOffsetInput].toVec4();
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offset[RED_CHANNEL] += offset[MASTER_CHANNEL];
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offset[GREEN_CHANNEL] += offset[MASTER_CHANNEL];
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offset[BLUE_CHANNEL] += offset[MASTER_CHANNEL];
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job.Insert(kOffsetInput, NodeValue(NodeValue::kVec3, QVector3D(offset[RED_CHANNEL], offset[GREEN_CHANNEL], offset[BLUE_CHANNEL])));
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QVector4D exposure = value[kExposureInput].toVec4();
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exposure[RED_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[RED_CHANNEL]);
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exposure[GREEN_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[GREEN_CHANNEL]);
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exposure[BLUE_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[BLUE_CHANNEL]);
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job.Insert(kExposureInput, NodeValue(NodeValue::kVec3, QVector3D(exposure[RED_CHANNEL], exposure[GREEN_CHANNEL], exposure[BLUE_CHANNEL])));
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QVector4D exposure = value[kExposureInput].toVec4();
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exposure[RED_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[RED_CHANNEL]);
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exposure[GREEN_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[GREEN_CHANNEL]);
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exposure[BLUE_CHANNEL] = std::pow(2.0f, exposure[MASTER_CHANNEL] + exposure[BLUE_CHANNEL]);
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job.Insert(kExposureInput, NodeValue(NodeValue::kVec3, QVector3D(exposure[RED_CHANNEL], exposure[GREEN_CHANNEL], exposure[BLUE_CHANNEL])));
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QVector4D contrast = value[kContrastInput].toVec4();
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contrast[RED_CHANNEL] *= contrast[MASTER_CHANNEL];
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contrast[GREEN_CHANNEL] *= contrast[MASTER_CHANNEL];
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contrast[BLUE_CHANNEL] *= contrast[MASTER_CHANNEL];
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job.Insert(kContrastInput, NodeValue(NodeValue::kVec3, QVector3D(contrast[RED_CHANNEL], contrast[GREEN_CHANNEL], contrast[BLUE_CHANNEL])));
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QVector4D contrast = value[kContrastInput].toVec4();
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contrast[RED_CHANNEL] *= contrast[MASTER_CHANNEL];
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contrast[GREEN_CHANNEL] *= contrast[MASTER_CHANNEL];
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contrast[BLUE_CHANNEL] *= contrast[MASTER_CHANNEL];
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job.Insert(kContrastInput, NodeValue(NodeValue::kVec3, QVector3D(contrast[RED_CHANNEL], contrast[GREEN_CHANNEL], contrast[BLUE_CHANNEL])));
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if (!value[kClampBlackEnableInput].toBool()) {
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job.Insert(kClampBlackInput, NodeValue(NodeValue::kFloat, OCIO::GradingPrimary::NoClampBlack()));
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}
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if (!value[kClampBlackEnableInput].toBool()) {
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job.Insert(kClampBlackInput, NodeValue(NodeValue::kFloat, OCIO::GradingPrimary::NoClampBlack()));
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if (!value[kClampWhiteEnableInput].toBool()) {
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job.Insert(kClampWhiteInput, NodeValue(NodeValue::kFloat, OCIO::GradingPrimary::NoClampWhite()));
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}
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table->Push(NodeValue::kTexture, tex->toJob(job), this);
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}
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if (!value[kClampWhiteEnableInput].toBool()) {
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job.Insert(kClampWhiteInput, NodeValue(NodeValue::kFloat, OCIO::GradingPrimary::NoClampWhite()));
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}
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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}
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}
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