nodes: rework so that jobs can be completely deferred
Big optimization requiring a lot of refactoring.
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@@ -44,19 +44,19 @@ public:
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protected:
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virtual NodeValueTable GenerateBlockTable(const Track *track, const TimeRange &range) override;
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virtual void ProcessVideoFootage(TexturePtr destination, const FootageJob &stream, const rational &input_time) override;
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virtual void ProcessVideoFootage(TexturePtr destination, const FootageJob *stream, const rational &input_time) override;
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virtual void ProcessAudioFootage(SampleBuffer &destination, const FootageJob &stream, const TimeRange &input_time) override;
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virtual void ProcessAudioFootage(SampleBuffer &destination, const FootageJob *stream, const TimeRange &input_time) override;
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virtual void ProcessShader(TexturePtr destination, const Node *node, const ShaderJob& job) override;
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virtual void ProcessShader(TexturePtr destination, const Node *node, const ShaderJob *job) override;
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virtual void ProcessSamples(SampleBuffer &destination, const Node *node, const TimeRange &range, const SampleJob &job) override;
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virtual void ProcessColorTransform(TexturePtr destination, const Node *node, const ColorTransformJob& job) override;
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virtual void ProcessColorTransform(TexturePtr destination, const Node *node, const ColorTransformJob *job) override;
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virtual void ProcessFrameGeneration(TexturePtr destination, const Node *node, const GenerateJob& job) override;
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virtual void ProcessFrameGeneration(TexturePtr destination, const Node *node, const GenerateJob *job) override;
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virtual TexturePtr ProcessVideoCacheJob(const CacheJob &val) override;
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virtual TexturePtr ProcessVideoCacheJob(const CacheJob *val) override;
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virtual TexturePtr CreateTexture(const VideoParams &p) override;
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