nodes: minor overhaul to functionality

The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
This commit is contained in:
itsmattkc
2020-06-12 00:54:15 +10:00
parent 663cf4a020
commit dd7af0e6bd
44 changed files with 1051 additions and 697 deletions
+7 -52
View File
@@ -276,11 +276,11 @@ bool Node::HasGizmos() const
return false;
}
void Node::DrawGizmos(const NodeValueDatabase &, QPainter *, const QVector2D &, const QSize &) const
void Node::DrawGizmos(NodeValueDatabase &, QPainter *, const QVector2D &, const QSize &) const
{
}
bool Node::GizmoPress(const NodeValueDatabase &, const QPointF &, const QVector2D &, const QSize &viewport)
bool Node::GizmoPress(NodeValueDatabase &, const QPointF &, const QVector2D &, const QSize &)
{
return false;
}
@@ -457,42 +457,14 @@ QList<Node *> Node::GetImmediateDependencies() const
return GetDependenciesInternal(false, false);
}
Node::Capabilities Node::GetCapabilities(const NodeValueDatabase &) const
ShaderCode Node::GetShaderCode(const QByteArray &shader_id) const
{
return kNormal;
Q_UNUSED(shader_id)
return ShaderCode(QString(), QString());
}
QString Node::ShaderID(const NodeValueDatabase &) const
{
return id();
}
QString Node::ShaderVertexCode(const NodeValueDatabase &) const
{
return QString();
}
QString Node::ShaderFragmentCode(const NodeValueDatabase&) const
{
return QString();
}
int Node::ShaderIterations() const
{
return 1;
}
NodeInput *Node::ShaderIterativeInput() const
{
return nullptr;
}
NodeInput* Node::ProcessesSamplesFrom(const NodeValueDatabase &) const
{
return nullptr;
}
void Node::ProcessSamples(const NodeValueDatabase &, const AudioParams&, const SampleBufferPtr, SampleBufferPtr, int) const
void Node::ProcessSamples(NodeValueDatabase &, const AudioParams&, const SampleBufferPtr, SampleBufferPtr, int) const
{
}
@@ -752,23 +724,6 @@ NodeOutput *Node::output() const
return output_;
}
NodeValue Node::InputValueFromTable(NodeInput *input, NodeValueDatabase &db, bool take) const
{
NodeParam::DataType find_data_type = input->data_type();
// Exception for Footage types (try to get a Texture instead)
if (find_data_type == NodeParam::kFootage) {
find_data_type = NodeParam::kTexture;
}
// Try to get a value from it
if (take) {
return db[input].TakeWithMeta(find_data_type);
} else {
return db[input].GetWithMeta(find_data_type);
}
}
const QPointF &Node::GetPosition() const
{
return position_;