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Incremental compilation and stable node IDs (#977)
* Generate stable node ids * checkpoint * Implement borrow tree * Add eval function on borrow tree * Refactor Node trait to fix lifetime issues * Compiler infinite loop * Impl compose pair * Transition to double lifetime on trait * Change node trait to use a generic arg for the input * Start adapting node_macro * Migrate more nodes to new macro * Fix raster tests * Port vector nodes * Make Node trait object safe * Fix FlatMapResultNode * Translate most of gstd * Fix DowncastBothNode * Refactor node trait once again to allow for HRTB for type erased nodes * Start working on type erased nodes * Try getting DowncastBothNode to work * Introduce Upcasting node + work on BorrowTree * Make enough 'static to get the code to compile * Transition DynamicExecutor to use borrow tree * Make Compose Node use HRTB's * Fix MapResultNode * Disable blur test * Add workaround for Composing type erased nodes * Convert more nodes in the node_registry * Convert more of the node_registry * Add update tree fn and hook up to frontend * Fix blur node * Implement CacheNode * Make frontend use graph compiler * Fix document_node_types type declaration for most nodes * Remove unused imports * Move comment down * Reuse nodes via borrow tree * Deprecate trait based value in favor of TaggedValue * Remove unsafe code in buffer creation * Fix blur node * Fix stable node id generation * Fix types for Image adjustment document nodes * Fix Imaginate Node * Remove unused imports * Remove log * Fix off by one error * Remove macro generated imaginate node entry * Create parameterized add node * Fix test case * Remove link from layer_panel.rs * Fix formatting
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@ -27,7 +27,7 @@ impl<'a, I: StaticTypeSized, O> GpuExecutor<'a, I, O> {
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}
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impl<'a, I: StaticTypeSized + Sync + Pod + Send, O: StaticTypeSized + Send + Sync + Pod> Executor for GpuExecutor<'a, I, O> {
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fn execute(&self, input: Any<'static>) -> Result<Any<'static>, Box<dyn std::error::Error>> {
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fn execute<'i, 's: 'i>(&'s self, input: Any<'i>) -> Result<Any<'i>, Box<dyn std::error::Error>> {
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let input = dyn_any::downcast::<Vec<I>>(input).expect("Wrong input type");
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let context = &self.context;
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let future = execute_shader(context.device.clone(), context.queue.clone(), self.shader.to_vec(), *input, self.entry_point.clone());
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