A huge optimization that ensures only the parts of a node graph that have changed get pushed to the renderer. For thread-safety, the node graph is copied elsewhere so that users can make changes asynchronously and the graph can update when its threads are ready. Up until now, if an input value changed, every node's values would be re-copied, or worse, if a connection was changed, the entire graph would be recopied. This has been negligible in testing since we've been largely testing with small graphs, but for massive projects, it's important that this be as optimized as possible.
68 lines
1.7 KiB
C++
68 lines
1.7 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef CLIPBLOCK_H
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#define CLIPBLOCK_H
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#include "node/block/block.h"
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OLIVE_NAMESPACE_ENTER
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/**
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* @brief Node that represents a block of Media
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*/
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class ClipBlock : public Block
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{
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Q_OBJECT
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public:
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ClipBlock();
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virtual Node* copy() const override;
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virtual Type type() const override;
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virtual QString Name() const override;
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virtual QString id() const override;
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virtual QString Description() const override;
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NodeInput* texture_input() const;
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virtual void InvalidateCache(const TimeRange &range, NodeInput *from, NodeInput* source) override;
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virtual TimeRange InputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const override;
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virtual TimeRange OutputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const override;
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virtual NodeValueTable Value(NodeValueDatabase& value) const override;
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virtual void Retranslate() override;
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signals:
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void PreviewUpdated();
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private:
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NodeInput* texture_input_;
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};
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OLIVE_NAMESPACE_EXIT
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#endif // TIMELINEBLOCK_H
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