removed all dependence on NodeOutputs
If Nodes only have the one output, we don't need to do so much differentiation between them. Previous iteration used outputs as like a distinct function within a Node (e.g. length output would return one result, buffer output would produce a different result - each run different code to produce their results). Now in this iteration, it's more accurate to say a Node is just one function (which seems more appropriate for a node system anyway).
This commit is contained in:
@@ -44,8 +44,7 @@ void RenderWorker::Render(NodeDependency path)
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NodeValueTable RenderWorker::RenderAsSibling(NodeDependency dep)
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{
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NodeOutput* output = dep.node();
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Node* node = output->parentNode();
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Node* node = dep.node();
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QList<NodeInput*> connected_inputs;
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NodeValueTable value;
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@@ -54,13 +53,11 @@ NodeValueTable RenderWorker::RenderAsSibling(NodeDependency dep)
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// Firstly we check if this node is a "Block", if it is that means it's part of a linked list of mutually exclusive
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// nodes based on time and we might need to locate which Block to attach to
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if (node->IsBlock()
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&& (dep.range().in() < static_cast<Block*>(node)->in()
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|| dep.range().out() > static_cast<Block*>(node)->out())) {
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if (node->IsTrack()) {
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// If the range is not wholly contained in this Block, we'll need to do some extra processing
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value = RenderBlock(output, dep.range());
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value = RenderBlock(static_cast<TrackOutput*>(node), dep.range());
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} else {
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value = ProcessNodeNormally(NodeDependency(output, dep.range()));
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value = ProcessNodeNormally(NodeDependency(node, dep.range()));
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}
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// We're done!
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@@ -76,54 +73,24 @@ DecoderCache *RenderWorker::decoder_cache()
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return decoder_cache_;
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}
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Block *RenderWorker::ValidateBlock(Block *block, const rational& time)
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{
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Q_ASSERT(block != nullptr && time >= 0);
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while (block->in() > time) {
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// This Block is too late, find an earlier one
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block = block->previous();
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}
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while (block->out() <= time) {
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// This block is too early, find a later one
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if (block->next() == nullptr) {
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break;
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}
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block = block->next();
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}
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// By this point, we should have the correct Block or nullptr if there's no Block here
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return block;
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}
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QList<Block *> RenderWorker::ValidateBlockRange(Block *n, const TimeRange &range)
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{
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QList<Block*> list;
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Block* block_at_start = ValidateBlock(n, range.in());
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Block* block_at_end = ValidateBlock(n, range.out());
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list.append(block_at_start);
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// If more than one block is active for this range
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if (block_at_start != block_at_end) {
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// Collect all blocks between the start and the end
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do {
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block_at_start = block_at_start->next();
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list.append(block_at_start);
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} while (block_at_start != block_at_end);
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}
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return list;
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}
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NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
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{
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return RenderAsSibling(path);
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}
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bool RenderWorker::OutputIsAccelerated(Node *output)
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{
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Q_UNUSED(output)
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return false;
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}
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void RenderWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable* output_params)
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{
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Q_UNUSED(node)
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Q_UNUSED(input_params)
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Q_UNUSED(output_params)
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}
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StreamPtr RenderWorker::ResolveStreamFromInput(NodeInput *input)
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{
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return input->get_value_at_time(0).value<StreamPtr>();
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@@ -152,8 +119,7 @@ bool RenderWorker::IsStarted()
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NodeValueTable RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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{
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NodeOutput* output = dep.node();
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Node* node = dep.node()->parentNode();
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Node* node = dep.node();
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//qDebug() << "Processing" << node->id();
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@@ -170,7 +136,7 @@ NodeValueTable RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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if (input->IsConnected()) {
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// Value will equal something from the connected node, follow it
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table = ProcessNodeNormally(NodeDependency(input->get_connected_output(),
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table = ProcessNodeNormally(NodeDependency(input->get_connected_node(),
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input_time));
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} else {
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// Push onto the table the value at this time from the input
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@@ -184,12 +150,10 @@ NodeValueTable RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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// By this point, the node should have all the inputs it needs to render correctly
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NodeValueTable table = node->Value(database);
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// Check if we have a shader for this output
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if (OutputIsAccelerated(output)) {
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// Run code
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return RunNodeAccelerated(output);
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} else {
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// Generate the value as expected
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return node->Value(database);
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}
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RunNodeAccelerated(node, &database, &table);
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return table;
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}
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