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:
2026-07-20 03:23:28 +08:00
parent 026ff94b5e
commit 28c4426236
604 changed files with 243 additions and 172 deletions
+85
View File
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/*
* Oak Video Editor - Non-Linear Video Editor
* Copyright (C) 2025 Olive CE Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
//
// Created by mikesolar on 25-10-19.
//
#ifndef OAK_PLUGINRENDERER_H
#define OAK_PLUGINRENDERER_H
#include <QObject>
#include "render/renderer.h"
#include "render/job/pluginjob.h"
namespace olive
{
namespace plugin
{
namespace detail
{
// 作用:将字节行跨度转换为像素跨度,便于纹理读写。
// Purpose: Convert byte stride to pixel stride for texture I/O.
int bytes_to_pixels(int byte_linesize, const olive::VideoParams &params);
}
// 作用:OFX 插件渲染器,负责 CPU/GL 路径下的插件调用和纹理桥接。
// Purpose: OFX plugin renderer that drives CPU/GL render paths and texture bridging.
//
// 不再继承 OpenGLRenderer,而是持有一个通用的 Renderer 指针。这样当主渲染器
// 是 Vulkan 或动态加载的后端时,插件仍可通过 CPU readback/upload 路径工作;
// 仅当底层渲染器真正支持 OpenGL 时才走 OFX OpenGL 渲染路径。
class PluginRenderer : public QObject {
Q_OBJECT
public:
explicit PluginRenderer(olive::Renderer *renderer,
QObject *parent = nullptr)
: QObject(parent)
, renderer_(renderer)
{
}
virtual ~PluginRenderer() override
{
}
olive::Renderer *renderer() const
{
return renderer_;
}
// 作用:将目标纹理绑定为插件输出。
// Purpose: Attach destination texture as OFX output.
void attach_output_texture(olive::TexturePtr texture);
// 作用:解除目标纹理绑定。
// Purpose: Detach destination texture binding.
void detach_output_texture();
// 作用:执行插件渲染流程(参数配置、输入/输出、调用渲染动作)。
// Purpose: Execute plugin render flow (params, inputs/outputs, render actions).
void render_plugin(TexturePtr src, olive::plugin::PluginJob &job,
olive::TexturePtr destination,
olive::VideoParams destination_params,
bool clear_destination, bool interactive);
private:
olive::Renderer *renderer_;
};
}
}
#endif //OAK_PLUGINRENDERER_H