Be careful, do not read input imaged in _open() method. It can create
serious problems for example with OFX plugins.

2012/6/7 Steven Booth <sbo...@legend3d.com>:
> Ah! Got it. I tend to do such things in the _open method, actually, and then
> use the threaded, parallel engine calls to actually render the data computed
> in open.
>
>
>
> Steve
>
>
>
> From: nuke-dev-boun...@support.thefoundry.co.uk
> [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Kin Ming
> Mike WONG
> Sent: Wednesday, June 06, 2012 10:25 PM
> To: Nuke plug-in development discussion
> Subject: Re: [Nuke-dev] need advice about single-thread engine() call
>
>
>
> hi steve,
>
>
>
> about "typical", i was referring to using the { Guard guard(_lock); }
> approach to achieve a single threaded engine() call, sorry for the
> confusion.
>
>
>
> it's because I need to do a parallel reduction on the image data using
> existing tbb processing function, so it's important to get the tile/image
> processed as quickly as possible by upstream nodes from my single-threaded
> engine() call and then forward the data to my processor.  any suggestion on
> this ?
>
> thanks,
>
> mike
>
>
>
> On Wed, Jun 6, 2012 at 10:56 PM, Steven Booth <sbo...@legend3d.com> wrote:
>
> Mike,
>
>
>
> Each node is implemented as a separate class, and each has a unique
> instantiation of the associated engine method.  It is therefore not the case
> that a single, one-threadded node will cause all nodes above it to operate
> in single-threaded mode. That presumes there is one and only one node
> connected to each output, which may not be the case.  It is, however, true
> that your single-threadded node will create a bottleneck, slowing down
> whatever path your node is in.
>
>
>
> Although it is true that you can request Tiles in multi-threadded mode, if
> you’re only going to process it in a single thread, it won’t speed things
> up.
>
>
>
> It’s a bit strange, though, that you call a single-threadded engine
> ‘typical’, because the normal methodology is multi-threaded.
>
>
>
> Might I ask why you need to process things single-threadded in your node?
>
>
>
> Steve
>
>
>
>
>
> From: nuke-dev-boun...@support.thefoundry.co.uk
> [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of
> mike.artixels
> Sent: Wednesday, June 06, 2012 4:38 AM
> To: nuke-dev@support.thefoundry.co.uk
> Subject: [Nuke-dev] need advice about single-thread engine() call
>
>
>
> Hello everyone,
>
> I have a small plug-in which relies on typical single thread engine() call
> using Guard to do some pre-processing of the upstream image data, and if I
> understand correctly, this single threaded call will simply turn every
> upstream nodes running single-threadedly too .... so everything slows down.
>
> Is there any trick that I could pull data from upstream multi-threaded ? or
> am I missing or misunderstood anything here ....
>
> many thanks !!
>
> Mike
>
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