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 +1,173 @@
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/***
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Oak - Non-Linear Video Editor
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Copyright (C) 2026 Oak Team
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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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#ifndef OAK_RENDERWORKERPOOL_H
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#define OAK_RENDERWORKERPOOL_H
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#include <QHash>
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#include <QMutex>
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#include <QSet>
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#include <QThread>
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#include <QVector>
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#include <QWaitCondition>
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#include <deque>
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#include <memory>
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#include "codec/frame.h"
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#include "node/project/serializer/serializer.h"
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#include "render/ipc/frameslotpool.h"
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#include "render/ipc/ipcmessage.h"
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#include "render/ipc/sharedmemoryregion.h"
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#include "render/rendermanager.h"
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class QProcess;
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namespace olive
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{
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class Project;
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class RenderWorkerPool : public QThread {
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Q_OBJECT
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public:
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explicit RenderWorkerPool(DecoderCache *decoder_cache,
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const QString &gpu_backend,
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QObject *parent = nullptr);
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~RenderWorkerPool() override;
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bool submit_frame(RenderTicketPtr ticket,
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const RenderManager::RenderVideoParams ¶ms);
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bool remove_ticket(RenderTicketPtr ticket);
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void shutdown();
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protected:
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void run() override;
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private:
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struct Job {
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Job(RenderTicketPtr t, const RenderManager::RenderVideoParams &p)
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: ticket(t)
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, params(p)
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{
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}
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RenderTicketPtr ticket;
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RenderManager::RenderVideoParams params;
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QString graph_path;
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QString node_token;
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QVector<FramePtr> input_frames;
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};
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enum class JobResult {
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k_finished,
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k_retryable_failure,
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k_fatal_failure,
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k_cancelled
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};
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struct ActiveJob {
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RenderTicketPtr ticket;
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qint64 process_id = 0;
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qint64 ticket_id = 0;
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};
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struct PooledWorker {
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QProcess *process = nullptr;
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QString loaded_graph_path;
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qint64 last_used_ms = 0;
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int use_count = 0;
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// Persistent shared memory for this worker. Reusing regions across frames
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// avoids the cost of creating/destroying large shm segments every render.
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ipc::SharedMemoryRegion output_region;
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ipc::FrameSlotPool output_pool;
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size_t output_slot_bytes = 0;
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QString output_shm_key;
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ipc::SharedMemoryRegion input_region;
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ipc::FrameSlotPool input_pool;
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size_t input_slot_bytes = 0;
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QString input_shm_key;
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};
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struct CachedGraph {
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QString path;
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};
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bool prepare_job(RenderTicketPtr ticket,
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const RenderManager::RenderVideoParams ¶ms, Job *job);
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bool write_graph_snapshot(Project *project, QString *path);
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bool is_supported(const RenderManager::RenderVideoParams ¶ms) const;
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void worker_loop(int worker_index,
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std::vector<std::unique_ptr<PooledWorker>> *local_pool);
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void process_job(const Job &job, int worker_index,
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std::vector<std::unique_ptr<PooledWorker>> *local_pool);
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JobResult process_job_attempt(const Job &job, int worker_index,
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int attempt_index, PooledWorker *worker);
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void finish_with_frame(RenderTicketPtr ticket, const ipc::FrameSlotPool &pool,
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uint32_t slot);
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void cleanup_graph_file(const QString &path);
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void add_graph_path_ref(const QString &path);
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void add_graph_path_ref_locked(const QString &path);
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void release_graph_path_ref(const QString &path);
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void release_graph_path_ref_locked(const QString &path);
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void set_graph_path_cached(const QString &path, bool cached);
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void set_graph_path_cached_locked(const QString &path, bool cached);
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void cancel_active_process(qint64 process_id);
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void set_active_worker(int worker_index, RenderTicketPtr ticket,
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QProcess *worker, qint64 ticket_id);
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void clear_active_worker(int worker_index, qint64 process_id);
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int worker_count() const;
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std::unique_ptr<PooledWorker>
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acquire_worker(std::vector<std::unique_ptr<PooledWorker>> *local_pool,
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const QString &graph_path);
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void return_worker(std::vector<std::unique_ptr<PooledWorker>> *local_pool,
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std::unique_ptr<PooledWorker> worker, bool keep_alive);
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void shutdown_worker(PooledWorker *worker);
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void
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shutdown_local_pool(std::vector<std::unique_ptr<PooledWorker>> *local_pool);
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void clear_graph_cache();
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DecoderCache *decoder_cache_;
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QString gpu_backend_;
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QMutex mutex_;
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QWaitCondition wait_;
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std::deque<Job> queue_;
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bool stopping_ = false;
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QVector<ActiveJob> active_jobs_;
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QHash<QUuid, CachedGraph> graph_cache_;
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QHash<QString, int> graph_path_ref_count_;
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QSet<QString> cached_graph_paths_;
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static constexpr uint32_t k_output_slots = 2;
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static constexpr int k_max_attempts = 2;
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static constexpr int k_max_width = 4096;
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static constexpr int k_max_height = 2160;
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static constexpr int k_worker_idle_timeout_ms = 30000;
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static constexpr int k_worker_max_uses = 100;
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};
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}
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#endif // OAK_RENDERWORKERPOOL_H
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