build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).
- oak-render-worker now links liboakengine instead of the whole
libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
../app but backends now live in engine/; a stale pre-split liboakgl
in the build tree got dlopened instead, re-initialized and later
destroyed the interposed engine statics (full-suite segfault at
DialogSequenceParameterTab, found via gdb watchpoint)
This commit is contained in:
@@ -0,0 +1,86 @@
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/*
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* Oak Video Editor - Non-Linear Video Editor
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* Copyright (C) 2025 Olive CE Team
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*
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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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*
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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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*
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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 OAK_PLUGIN_NODES_H
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#define OAK_PLUGIN_NODES_H
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#include "ofxhImageEffectAPI.h"
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#include "ofxhPluginCache.h"
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#include "ofxImageEffect.h"
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#include "node/node.h"
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namespace olive
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{
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namespace plugin
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{
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const QString k_texture_input = QStringLiteral("tex_in");
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class PluginNode : public olive::Node {
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public:
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PluginNode(OFX::Host::ImageEffect::Instance *plugin);
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~PluginNode() override;
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QString name() const override;
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QString id() const override;
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QVector<CategoryID> category() const override;
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QString sub_category() const override;
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QString description() const override;
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Node *copy() const override;
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/**
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* @brief The main processing function
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*
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* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
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* create, this is where the code for that goes.
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*
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* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
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* output different values depending on the time, and even if not, it will likely be receiving different input
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* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
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* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
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* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
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* of the NodeParam objects will handle everything related to it automatically.
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*/
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void value(const NodeValueRow &value, const NodeGlobals &globals,
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NodeValueTable *table) const override;
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/**
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* @brief If Value() pushes a ShaderJob, this is the function that will process them.
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*/
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virtual void process_samples(const NodeValueRow &values,
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const SampleBuffer &input, SampleBuffer &output,
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int index) const;
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/**
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* @brief If Value() pushes a GenerateJob, override this function for the image to create
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*
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* @param frame
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*
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* The destination buffer. It will already be allocated and ready for writing to.
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*/
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virtual void generate_frame(FramePtr frame, const GenerateJob &job) const;
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private:
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QString sub_category_;
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public slots:
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void push_button_clicked(QString name);
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};
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}
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}
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#endif //PLUGIN_H
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