rewrote renderers where necessary for new node structure
Largely conforming renderers to new NodeValue system. Code seems a lot cleaner this way which is a nice advantage. Likely non-functional as this won't compile just yet and still needs probably another day or two of testing to get it back to where it was before.
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@@ -10,7 +10,6 @@ RenderWorker::RenderWorker(DecoderCache *decoder_cache, QObject *parent) :
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started_(false),
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decoder_cache_(decoder_cache)
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{
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}
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bool RenderWorker::IsAvailable()
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@@ -40,9 +39,36 @@ void RenderWorker::Close()
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void RenderWorker::Render(NodeDependency path)
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{
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RenderInternal(path);
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emit CompletedCache(path, RenderInternal(path));
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}
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emit CompletedCache(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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QList<NodeInput*> connected_inputs;
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NodeValueTable value;
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// Set working state
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working_++;
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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 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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} else {
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value = ProcessNodeNormally(NodeDependency(output, dep.range()));
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}
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// We're done!
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// End this working state
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working_--;
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return value;
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}
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DecoderCache *RenderWorker::decoder_cache()
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@@ -93,9 +119,9 @@ QList<Block *> RenderWorker::ValidateBlockRange(Block *n, const TimeRange &range
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return list;
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}
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void RenderWorker::RenderInternal(const NodeDependency &path)
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NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
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{
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RenderAsSibling(path);
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return RenderAsSibling(path);
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}
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StreamPtr RenderWorker::ResolveStreamFromInput(NodeInput *input)
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@@ -124,116 +150,35 @@ bool RenderWorker::IsStarted()
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return started_;
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}
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QList<NodeInput*> RenderWorker::ProcessNodeInputsForTime(Node *n, const TimeRange &time)
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{
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QList<NodeInput*> connected_inputs;
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// Now we need to gather information about this Node's inputs
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foreach (NodeParam* param, n->parameters()) {
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// Check if this parameter is an input and if the Node is dependent on it
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if (param->type() == NodeParam::kInput) {
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NodeInput* input = static_cast<NodeInput*>(param);
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if (input->dependent()) {
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// If we're here, this input is necessary and we need to acquire the value for this Node
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if (input->IsConnected()) {
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// If it's connected to something, we need to retrieve that output at some point
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connected_inputs.append(input);
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} else {
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// If it isn't connected, it'll have the value we need inside it. We just need to store it for the node.
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input->set_stored_value(input->get_value_at_time(n->InputTimeAdjustment(input, time).in()));
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}
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// Special types like FOOTAGE require extra work from us (to decrease node complexity dealing with decoders)
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if (input->data_type() == NodeParam::kFootage) {
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input->set_stored_value(0);
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DecoderPtr decoder = ResolveDecoderFromInput(input);
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// By this point we should definitely have a decoder, and if we don't something's gone terribly wrong
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if (decoder != nullptr) {
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FramePtr frame = RetrieveFromDecoder(decoder, time);
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if (frame != nullptr) {
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QVariant value = FrameToValue(frame);
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input->set_stored_value(value);
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}
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}
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}
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}
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}
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}
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return connected_inputs;
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}
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QVariant RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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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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//qDebug() << "Processing" << node->id();
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// Check if the output already has a value for this time
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if (output->has_cached_value(dep.range())) {
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// If so, we don't need to do anything, we can just send this value and exit here
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return output->get_cached_value(dep.range());
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}
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// FIXME: Cache certain values here if we've already processed them before
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// We need to run the Node's code to get the correct value for this time
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NodeValueDatabase database;
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QList<NodeInput*> connected_inputs = ProcessNodeInputsForTime(node, dep.range());
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// For each connected input, we need to acquire the value from another node
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while (!connected_inputs.isEmpty()) {
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// Remove any inputs from the list that we have valid cached values for already
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for (int i=0;i<connected_inputs.size();i++) {
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NodeInput* input = connected_inputs.at(i);
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NodeOutput* connected_output = input->get_connected_output();
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// We need to insert tables into the database for each input
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foreach (NodeParam* param, node->parameters()) {
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if (param->type() == NodeParam::kInput) {
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NodeValueTable table;
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NodeInput* input = static_cast<NodeInput*>(param);
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TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
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if (connected_output->has_cached_value(input_time)) {
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// This output already has this value, no need to process it again
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input->set_stored_value(connected_output->get_cached_value(input_time));
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connected_inputs.removeAt(i);
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i--;
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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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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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QVariant input_value = input->get_value_at_time(input_time.in());
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table.Push(input->data_type(), input_value);
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}
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}
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// For every connected input except the first, we'll request another Node to do it
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int input_for_this_thread = -1;
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for (int i=0;i<connected_inputs.size();i++) {
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NodeInput* input = connected_inputs.at(i);
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// If this node is locked, we assume it's already being processed. Otherwise we need to request a sibling
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if (!input->get_connected_node()->IsProcessingLocked()) {
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if (input_for_this_thread == -1) {
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// Store this later since we can process it on this thread as we wait for other threads
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input_for_this_thread = i;
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} else {
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TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
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emit RequestSibling(NodeDependency(input->get_connected_output(),
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input_time));
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}
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}
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}
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if (input_for_this_thread > -1) {
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// In the mean time, this thread can go off to do the first parameter
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NodeInput* input = connected_inputs.at(input_for_this_thread);
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TimeRange input_range = node->InputTimeAdjustment(input, dep.range());
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RenderAsSibling(NodeDependency(input->get_connected_output(),
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input_range));
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input->set_stored_value(input->get_connected_output()->get_cached_value(input_range));
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connected_inputs.removeAt(input_for_this_thread);
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} else {
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// Nothing for this thread to do. We'll wait 0.5 sec and check again for other nodes
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// FIXME: It would be nicer if this thread could do other nodes during this time
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QThread::msleep(500);
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database.Insert(input, table);
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}
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}
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@@ -245,6 +190,6 @@ QVariant RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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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(output);
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return node->Value(database);
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}
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}
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