251 lines
7.3 KiB
C++
251 lines
7.3 KiB
C++
#include "renderworker.h"
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#include <QThread>
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#include "node/block/block.h"
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RenderWorker::RenderWorker(DecoderCache *decoder_cache, QObject *parent) :
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QObject(parent),
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working_(0),
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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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{
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return (working_ == 0);
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}
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bool RenderWorker::Init()
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{
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if (started_) {
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return true;
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}
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if (!(started_ = InitInternal())) {
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Close();
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}
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return started_;
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}
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void RenderWorker::Close()
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{
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CloseInternal();
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started_ = false;
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}
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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);
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}
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DecoderCache *RenderWorker::decoder_cache()
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{
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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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void RenderWorker::RenderInternal(const NodeDependency &path)
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{
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RenderAsSibling(path);
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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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}
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DecoderPtr RenderWorker::ResolveDecoderFromInput(NodeInput *input)
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{
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// Access a map of Node inputs and decoder instances and retrieve a frame!
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StreamPtr stream = ResolveStreamFromInput(input);
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DecoderPtr decoder = decoder_cache()->GetDecoder(stream.get());
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if (decoder == nullptr && stream != nullptr) {
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// Init decoder
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decoder = Decoder::CreateFromID(stream->footage()->decoder());
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decoder->set_stream(stream);
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decoder_cache()->AddDecoder(stream.get(), decoder);
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}
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return decoder;
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}
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bool RenderWorker::IsStarted()
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{
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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 = decoder->Retrieve(time.in(), time.out() - time.in());
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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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{
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NodeOutput* output = dep.node();
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Node* node = dep.node()->parent();
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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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// We need to run the Node's code to get the correct value for this time
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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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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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}
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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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}
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}
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// By this point, the node should have all the inputs it needs to render correctly
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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(output);
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}
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}
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