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 +1,59 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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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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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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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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#include "renderer.h"
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#include "common/filefunctions.h"
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#include "node/value.h"
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#include "render/job/shaderjob.h"
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namespace olive
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{
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TexturePtr Renderer::interlace_texture(TexturePtr top, TexturePtr bottom,
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const VideoParams ¶ms)
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{
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color_cache_mutex_.lock();
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if (interlace_texture_.isNull()) {
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interlace_texture_ =
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create_native_shader(ShaderCode(FileFunctions::read_file_as_string(
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QStringLiteral(":/shaders/interlace.frag"))));
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}
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color_cache_mutex_.unlock();
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ShaderJob job;
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job.insert(QStringLiteral("top_tex_in"),
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NodeValue(NodeValue::k_texture, QVariant::fromValue(top)));
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job.insert(QStringLiteral("bottom_tex_in"),
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NodeValue(NodeValue::k_texture, QVariant::fromValue(bottom)));
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job.insert(QStringLiteral("resolution_in"),
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NodeValue(NodeValue::k_vec2,
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QVector2D(params.effective_width(),
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params.effective_height())));
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TexturePtr output = create_texture(params);
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blit_to_texture(interlace_texture_, job, output.get());
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return output;
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}
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}
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