This functions more or less identically to using a media out value, but the
desired speed is preserved through block length changes, even if the block's
length is reduced to zero (i.e. no rounding errors).
With differently set speeds, these functions would mess with the timing in ways
that would be confusing to the user. Now they act in a much more intuitive way
and also prevent negative media times.
This was many changes that were largely fundamentally related. They included:
- More const modifiers to enforce read only node graphs
- Support for fragment and vertex shaders from the nodes
- Support for node code loaded externally (embedded into the binary)
- Fixed issue preventing two textures from being used in a shader
- Removed several unused functions and cleaned up code
- Fixed video media node misreading its matrix input
If the nodes are now stateless, there's nothing stopping the renderer from
rendering multiple frames at once. Earlier since the nodes held some of their
input/output data (and that data could change per frame), it was not possible
to render multiple frames at once without conflicts. Now that the node state is
held in render threads, they can do whatever they want at any time.
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).
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.
Old code assumes that a NodeParam's parent will always be a Node. The function
has been separated off and tweaked in the event that this is not the case.
Updating values rapidly would cause strange jitters as a
byproduct of the viewer trying to update from the renderer while
it was still working. Rather than the viewer trying to access the
the renderer, we now send textures in the initial update signal
to keep everything synchronized.
Major refactoring work to try sharing as much code as possible between the
video renderers and audio renderers, as well as make them as
platform-independent as possible.