Connect an input to OFX-plugin and then read an image via Tile from it
in _open. I have not tested this on Nuke 6.3, but on 6.2 it causes a
Nuke to hang. I think it because OFX plugins do not support request,
and there occurs cross blocking, when it is initializes while some
other _open executing.

2012/6/14 Steven Booth <[email protected]>:
> Georgly,
>
> Why is that?  Please explain.
>
> Steve
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Georgiy Osipov
> Sent: Thursday, June 14, 2012 2:09 AM
> To: Nuke plug-in development discussion
> Subject: Re: [Nuke-dev] need advice about single-thread engine() call
>
> 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 <[email protected]>:
>> 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: [email protected]
>> [mailto:[email protected]] 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 <[email protected]> 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: [email protected]
>> [mailto:[email protected]] On Behalf Of
>> mike.artixels
>> Sent: Wednesday, June 06, 2012 4:38 AM
>> To: [email protected]
>> 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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