multithreaded download and files that probably should have been in the last

commit

For testing the new iteration, the texture cache disk download was written
into the main thread instead of into the separate threads. Now they're back
in separate threads again.

Also I think some of these files probably should have been in the previous
commit.
This commit is contained in:
itsmattkc
2019-11-06 09:14:20 +11:00
parent 6de976c19f
commit 3b224c7638
16 changed files with 606 additions and 398 deletions
+9
View File
@@ -87,3 +87,12 @@ TimeRange ClipBlock::InputTimeAdjustment(NodeInput *input, const TimeRange &inpu
return Block::InputTimeAdjustment(input, input_time);
}
QVariant ClipBlock::Value(NodeOutput *output)
{
if (output == buffer_output()) {
// We just pass through the texture here, the renderer should have gotten the correct time from InputTimeAdjustment
return texture_input()->value();
}
return Block::Value(output);
}
+2
View File
@@ -46,6 +46,8 @@ public:
virtual TimeRange InputTimeAdjustment(NodeInput* input, const TimeRange& input_time) override;
virtual QVariant Value(NodeOutput* output) override;
private:
NodeInput* texture_input_;
+2 -2
View File
@@ -58,13 +58,13 @@ QString VideoInput::Code(NodeOutput *output)
if (output == texture_output()) {
return "#version 110\n"
"\n"
"varying vec2 olive_tex_coord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"uniform sampler2D footage_in;\n"
"uniform mat4 matrix_in;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = texture2D(footage_in, vec2(vec4(olive_tex_coord, 0.0, 1.0) * matrix_in));\n"
" gl_FragColor = texture2D(footage_in, vec2(vec4(v_texcoord, 0.0, 1.0) * matrix_in));\n"
"}\n";
}
-5
View File
@@ -164,11 +164,6 @@ public:
*/
void DisconnectAll();
/**
* @brief Add's unique information about this Node at the given time to a QCryptographicHash
*/
//virtual void Hash(QCryptographicHash* hash, NodeOutput *from, const rational& time);
/**
* @brief Convert a pointer to a value that can be sent between NodeParams
*/
+1 -1
View File
@@ -202,7 +202,6 @@ QByteArray NodeParam::ValueToBytes(const NodeParam::DataType &type, const QVaria
case kFont: return ValueToBytesInternal<QString>(value); // FIXME: This should probably be a QFont?
case kFile: return ValueToBytesInternal<QString>(value);
case kMatrix: return ValueToBytesInternal<QMatrix4x4>(value);
case kFootage: return ValueToBytesInternal<float>(value); // FIXME: Unsustainble, find some other way to match Footage
case kRational: return ValueToBytesInternal<rational>(value);
case kVec2: return ValueToBytesInternal<QVector2D>(value);
case kVec3: return ValueToBytesInternal<QVector3D>(value);
@@ -210,6 +209,7 @@ QByteArray NodeParam::ValueToBytes(const NodeParam::DataType &type, const QVaria
// These types have no persistent input
case kNone:
case kFootage:
case kTexture:
case kBlock:
case kTrack:
+2
View File
@@ -27,6 +27,8 @@ set(OLIVE_SOURCES
render/backend/audiorenderbackend.cpp
render/backend/videorenderbackend.h
render/backend/videorenderbackend.cpp
render/backend/videorenderworker.h
render/backend/videorenderworker.cpp
render/backend/decodercache.h
render/backend/decodercache.cpp
+27 -63
View File
@@ -40,7 +40,7 @@ bool OpenGLBackend::InitInternal()
// Connect to it
connect(processor, SIGNAL(RequestSibling(NodeDependency)), this, SLOT(ThreadRequestedSibling(NodeDependency)));
connect(processor, SIGNAL(CompletedFrame(NodeDependency)), this, SLOT(CompletedFrame(NodeDependency)));
connect(processor, SIGNAL(CompletedFrame(NodeDependency)), this, SLOT(ThreadCompletedFrame(NodeDependency)));
// Finally, we can move it to its own thread
processor->moveToThread(thread);
@@ -66,16 +66,21 @@ bool OpenGLBackend::InitInternal()
void OpenGLBackend::GenerateFrame(const rational &time)
{
qDebug() << "Compiled state:" << compiled_;
if (!compiled_) {
Compile();
}
NodeDependency dep = NodeDependency(viewer_node()->texture_input()->get_connected_output(), time, time);
QMetaObject::invokeMethod(processors_.first(),
"Render",
Qt::QueuedConnection,
Q_ARG(NodeDependency, dep));
foreach (OpenGLWorker* worker, processors_) {
if (worker->IsAvailable() || worker == processors_.last()) {
QMetaObject::invokeMethod(worker,
"Render",
Qt::QueuedConnection,
Q_ARG(NodeDependency, dep));
}
}
}
void OpenGLBackend::CloseInternal()
@@ -196,66 +201,28 @@ bool OpenGLBackend::TraverseCompiling(Node *n)
return true;
}
#include <QOpenGLExtraFunctions>
#include <OpenImageIO/imageio.h>
#include "common/define.h"
#include "render/pixelservice.h"
void OpenGLBackend::CompletedFrame(NodeDependency path)
void OpenGLBackend::ThreadCompletedFrame(NodeDependency path)
{
caching_ = false;
OpenGLTexturePtr texture = path.node()->get_cached_value(path.range()).value<OpenGLTexturePtr>();
qDebug() << "Retrieved texture for time" << path.in();
qDebug() << "Texture is" << texture.get();
if (texture == nullptr) {
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
QOpenGLExtraFunctions* xf = QOpenGLContext::currentContext()->extraFunctions();
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(params().format());
QVector<char> data_buffer(PixelService::GetBufferSize(params().format(), params().width(), params().height()));
qDebug() << "Created buffer of size" << data_buffer.size();
// Set up OIIO::ImageSpec for compressing cached images on disk
OIIO::ImageSpec spec(params().width(), params().height(), kRGBAChannels, format_info.oiio_desc);
spec.attribute("compression", "dwaa:200");
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, copy_buffer_.buffer());
xf->glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
texture->texture(),
0);
f->glReadPixels(0,
0,
texture->width(),
texture->height(),
format_info.pixel_format,
format_info.gl_pixel_type,
data_buffer.data());
xf->glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
0,
0);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (texture != nullptr) {
QString cache_fn = CachePathName(QStringLiteral("%1-%2").arg(QString::number(path.in().numerator()), QString::number(path.in().denominator())).toLatin1());
std::string working_fn_std = cache_fn.toStdString();
std::unique_ptr<OIIO::ImageOutput> out = OIIO::ImageOutput::create(working_fn_std);
if (out) {
out->open(working_fn_std, spec);
out->write_image(format_info.oiio_desc, data_buffer.data());
out->close();
} else {
qWarning() << "Failed to open output file:" << cache_fn;
// Find an available worker to download this texture
foreach (OpenGLWorker* worker, processors_) {
// Check if one is available, but worst case if none of them are available, just queue it on the last worker since
// it's the least likely to get work
if (worker->IsAvailable() || worker == processors_.last()) {
QMetaObject::invokeMethod(worker,
"Download",
Q_ARG(NodeDependency, path),
Q_ARG(QVariant, QVariant::fromValue(texture)),
Q_ARG(QString, cache_fn));
break;
}
}
}
@@ -273,7 +240,6 @@ void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& tim
// We received a texture, time to start downloading it
QString fn = CachePathName(hash);
qDebug() << "INSERT DOWNLOAD CODE!";
/*download_threads_[last_download_thread_%download_threads_.size()]->Queue(texture,
fn,
hash);*/
@@ -317,12 +283,10 @@ void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& tim
void OpenGLBackend::ThreadRequestedSibling(NodeDependency dep)
{
Q_UNUSED(dep)
// Try to queue another thread to run this dep in advance
for (int i=1;i<processors_.size();i++) {
if (processors_.at(i)->IsAvailable()) {
QMetaObject::invokeMethod(processors_.at(i),
foreach (OpenGLWorker* worker, processors_) {
if (worker->IsAvailable()) {
QMetaObject::invokeMethod(worker,
"RenderAsSibling",
Qt::QueuedConnection,
Q_ARG(NodeDependency, dep));
+2 -2
View File
@@ -45,13 +45,13 @@ private:
bool compiled_;
private slots:
void CompletedFrame(NodeDependency path);
void ThreadCompletedFrame(NodeDependency path);
void ThreadRequestedSibling(NodeDependency dep);
void ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash);
void ThreadRequestedSibling(NodeDependency dep);
void ThreadSkippedFrame(const rational &time, const QByteArray &hash);
@@ -27,3 +27,8 @@ OpenGLShaderPtr OpenGLShaderCache::GetShader(NodeOutput *output)
{
return compiled_nodes_.value(GenerateShaderID(output));
}
bool OpenGLShaderCache::HasShader(NodeOutput *output)
{
return compiled_nodes_.contains(GenerateShaderID(output));
}
@@ -20,6 +20,8 @@ public:
OpenGLShaderPtr GetShader(NodeOutput* output);
bool HasShader(NodeOutput* output);
private:
QString GenerateShaderID(NodeOutput* output);
+65 -272
View File
@@ -1,19 +1,15 @@
#include "openglworker.h"
#include <QThread>
#include "functions.h"
#include "node/block/block.h"
#include "node/node.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, DecoderCache *decoder_cache, QObject *parent) :
QObject(parent),
VideoRenderWorker(decoder_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
shader_cache_(shader_cache),
decoder_cache_(decoder_cache),
working_(0)
shader_cache_(shader_cache)
{
surface_.create();
}
@@ -23,17 +19,7 @@ OpenGLWorker::~OpenGLWorker()
surface_.destroy();
}
bool OpenGLWorker::IsStarted()
{
return ctx_ != nullptr;
}
void OpenGLWorker::SetParameters(const VideoRenderingParams &video_params)
{
video_params_ = video_params;
}
void OpenGLWorker::Init()
bool OpenGLWorker::InitInternal()
{
// Create context object
ctx_ = new QOpenGLContext();
@@ -44,8 +30,7 @@ void OpenGLWorker::Init()
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_->create()) {
qWarning() << "Failed to create OpenGL context in thread" << thread();
Close();
return;
return false;
}
ctx_->moveToThread(this->thread());
@@ -54,14 +39,26 @@ void OpenGLWorker::Init()
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
bool OpenGLWorker::IsAvailable()
QVariant OpenGLWorker::FrameToTexture(FramePtr frame)
{
return (working_ == 0);
OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
footage_tex->Create(ctx_, frame);
// FIXME: Alpha association and color management
return QVariant::fromValue(footage_tex);
}
void OpenGLWorker::Close()
bool OpenGLWorker::OutputIsShader(NodeOutput* output)
{
return shader_cache_->HasShader(output);
}
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
@@ -69,124 +66,26 @@ void OpenGLWorker::Close()
delete ctx_;
}
void OpenGLWorker::Render(NodeDependency path)
void OpenGLWorker::ParametersChangedEvent()
{
NodeOutput* output = path.node();
Node* node = output->parent();
QList<Node*> all_nodes_in_graph;
all_nodes_in_graph.append(node);
all_nodes_in_graph.append(node->GetDependencies());
// Lock all Nodes to prevent UI changes during this render
foreach (Node* dep, all_nodes_in_graph) {
dep->LockUserInput();
}
// Start traversing graph
RenderAsSibling(path);
// Start OpenGL flushing now while we do clean up work on the CPU
functions_->glFlush();
// Unlock all Nodes so changes can be made again
foreach (Node* dep, all_nodes_in_graph) {
dep->UnlockUserInput();
}
// Now we need the texture done so we call glFinish()
functions_->glFinish();
emit CompletedFrame(path);
}
void OpenGLWorker::UpdateViewportFromParams()
{
if (functions_ != nullptr && video_params_.is_valid()) {
functions_->glViewport(0, 0, video_params_.effective_width(), video_params_.effective_height());
if (functions_ != nullptr && video_params().is_valid()) {
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
}
}
Node *OpenGLWorker::ValidateBlock(Node *n, const rational& time)
QVariant OpenGLWorker::RunNodeAsShader(NodeOutput *out)
{
if (n->IsBlock()) {
Block* block = static_cast<Block*>(n);
OpenGLShaderPtr shader = shader_cache_->GetShader(out);
Node* node = out->parent();
while (block->in() > time && block != nullptr) {
// This Block is too late, find an earlier one
block = block->previous();
}
// Create the output texture
OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
output->Create(ctx_, video_params().effective_width(), video_params().effective_height(), video_params().format());
while (block->out() <= time && block != nullptr) {
// This block is too early, find a later one
block = block->next();
}
buffer_.Attach(output);
// By this point, we should have the correct Block or nullptr if there's no Block here
return block;
}
buffer_.Bind();
return n;
}
QList<NodeInput*> OpenGLWorker::ProcessNodeInputsForTime(Node *n, const TimeRange &time)
{
QList<NodeInput*> connected_inputs;
// Now we need to gather information about this Node's inputs
foreach (NodeParam* param, n->parameters()) {
// Check if this parameter is an input and if the Node is dependent on it
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
if (input->dependent()) {
// If we're here, this input is necessary and we need to acquire the value for this Node
if (input->IsConnected()) {
// If it's connected to something, we need to retrieve that output at some point
connected_inputs.append(input);
} else {
// If it isn't connected, it'll have the value we need inside it. We just need to store it for the node.
input->set_stored_value(input->get_value_at_time(n->InputTimeAdjustment(input, time).in()));
}
// Special types like FOOTAGE require extra work from us (to decrease node complexity dealing with decoders)
if (input->data_type() == NodeParam::kFootage) {
input->set_stored_value(0);
// Access a map of Node inputs and decoder instances and retrieve a frame!
StreamPtr stream = input->get_value_at_time(0).value<StreamPtr>();
DecoderPtr decoder = decoder_cache_->GetDecoder(stream.get());
if (decoder == nullptr && stream != nullptr) {
// Init decoder
decoder = Decoder::CreateFromID(stream->footage()->decoder());
decoder->set_stream(stream);
decoder_cache_->AddDecoder(stream.get(), decoder);
}
// By this point we should definitely have a decoder, and if we don't something's gone terribly wrong
if (decoder != nullptr) {
FramePtr frame = decoder->Retrieve(time.in());
if (frame != nullptr) {
OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
footage_tex->Create(ctx_, frame, OpenGLTexture::kDoubleBuffer);
// FIXME: Alpha association and color management
input->set_stored_value(QVariant::fromValue(footage_tex));
}
}
}
}
}
}
return connected_inputs;
}
OpenGLTexturePtr OpenGLWorker::RunNodeAsShader(Node* node, OpenGLShaderPtr shader)
{
shader->bind();
unsigned int input_texture_count = 0;
@@ -229,11 +128,14 @@ OpenGLTexturePtr OpenGLWorker::RunNodeAsShader(Node* node, OpenGLShaderPtr shade
case NodeInput::kFootage:
{
OpenGLTexturePtr texture = input->value().value<OpenGLTexturePtr>();
qDebug() << " Binding" << texture->texture() << "from" << input << "to GL_TEXTURE" << input_texture_count;
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
qDebug() << " Setting" << input->id() << "to" << input_texture_count;
input_texture_count++;
break;
@@ -253,20 +155,9 @@ OpenGLTexturePtr OpenGLWorker::RunNodeAsShader(Node* node, OpenGLShaderPtr shade
}
}
// Create the output texture
OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
output->Create(ctx_, video_params_.width(), video_params_.height(), video_params_.format());
buffer_.Attach(output);
buffer_.Bind();
qDebug() << " Blitting with shader!";
olive::gl::Blit(shader);
buffer_.Release();
buffer_.Detach();
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
@@ -278,7 +169,35 @@ OpenGLTexturePtr OpenGLWorker::RunNodeAsShader(Node* node, OpenGLShaderPtr shade
shader->release();
return output;
buffer_.Release();
buffer_.Detach();
functions_->glFinish();
return QVariant::fromValue(output);
}
void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTexturePtr texture = tex_in.value<OpenGLTexturePtr>();
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, buffer_.buffer());
f->glReadPixels(0,
0,
texture->width(),
texture->height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
buffer_.Detach();
}
void OpenGLWorker::FinishInit()
@@ -294,133 +213,7 @@ void OpenGLWorker::FinishInit()
// Set up OpenGL parameters as necessary
functions_->glEnable(GL_BLEND);
UpdateViewportFromParams();
ParametersChangedEvent();
buffer_.Create(ctx_);
//qDebug() << "Context in" << ctx_->thread() << "successfully finished";
}
void OpenGLWorker::RenderAsSibling(NodeDependency dep)
{
NodeOutput* output = dep.node();
Node* original_node = output->parent();
Node* node;
rational time = dep.in();
QList<NodeInput*> connected_inputs;
OpenGLShaderPtr shader;
// Set working state
working_++;
original_node->LockProcessing();
// Firstly we check if this node is a "Block", if it is that means it's part of a linked list of mutually exclusive
// nodes based on time and we might need to locate which Block to attach to
if ((node = ValidateBlock(original_node, time)) == nullptr) {
// ValidateBlock() may have returned nullptr if there was no Block found at this time so no texture to return
output->cache_value(dep.range(), 0);
original_node->UnlockProcessing();
goto end_render;
}
if (original_node != node) {
// Ensure output is the output matching the node as it may have changed
output = static_cast<NodeOutput*>(node->GetParameterWithID(output->id()));
// Switch locks
original_node->UnlockProcessing();
node->LockProcessing();
}
// Check if the output already has a value for this time
if (output->has_cached_value(dep.range())) {
// If so, we don't need to do anything, we can just send this value and exit here
dep.node()->cache_value(dep.range(), output->get_cached_value(dep.range()));
node->UnlockProcessing();
goto end_render;
}
// We need to run the Node's code to get the correct value for this time
connected_inputs = ProcessNodeInputsForTime(node, dep.range());
// For each connected input, we need to acquire the value from another node
while (!connected_inputs.isEmpty()) {
// Remove any inputs from the list that we have valid cached values for already
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
NodeOutput* connected_output = input->get_connected_output();
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
if (connected_output->has_cached_value(input_time)) {
// This output already has this value, no need to process it again
input->set_stored_value(connected_output->get_cached_value(input_time));
connected_inputs.removeAt(i);
i--;
}
}
// For every connected input except the first, we'll request another Node to do it
int input_for_this_thread = -1;
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
// If this node is locked, we assume it's already being processed. Otherwise we need to request a sibling
if (!input->get_connected_node()->IsProcessingLocked()) {
if (input_for_this_thread == -1) {
// Store this later since we can process it on this thread as we wait for other threads
input_for_this_thread = i;
} else {
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
emit RequestSibling(NodeDependency(input->get_connected_output(),
input_time));
}
}
}
if (input_for_this_thread > -1) {
// In the mean time, this thread can go off to do the first parameter
NodeInput* input = connected_inputs.at(input_for_this_thread);
TimeRange input_range = node->InputTimeAdjustment(input, dep.range());
RenderAsSibling(NodeDependency(input->get_connected_output(),
input_range));
input->set_stored_value(input->get_connected_output()->get_cached_value(input_range));
connected_inputs.removeAt(input_for_this_thread);
} else {
// Nothing for this thread to do. We'll wait 0.5 sec and check again for other nodes
// FIXME: It would be nicer if this thread could do other nodes during this time
QThread::msleep(500);
}
}
// By this point, the node should have all the inputs it needs to render correctly
// Check if we have a shader for this output
shader = shader_cache_->GetShader(output);
if (shader != nullptr) {
// Run code
OpenGLTexturePtr texture = RunNodeAsShader(node, shader);
output->cache_value(dep.range(), QVariant::fromValue(texture));
} else {
// Generate the value as expected
QVariant value = node->Value(output);
// Place the value into the output
output->cache_value(dep.range(), value);
}
// We're done!
node->UnlockProcessing();
end_render:
// End this working state
working_--;
}
+10 -38
View File
@@ -1,29 +1,21 @@
#ifndef OPENGLPROCESSOR_H
#define OPENGLPROCESSOR_H
#include <QObject>
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../decodercache.h"
#include "node/dependency.h"
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
#include "render/videoparams.h"
class OpenGLWorker : public QObject {
class OpenGLWorker : public VideoRenderWorker {
Q_OBJECT
public:
OpenGLWorker(QOpenGLContext* share_ctx, OpenGLShaderCache* shader_cache, DecoderCache* decoder_cache, QObject* parent = nullptr);
virtual ~OpenGLWorker() override;
Q_DISABLE_COPY_MOVE(OpenGLWorker)
bool IsStarted();
void SetParameters(const VideoRenderingParams& video_params);
protected:
/**
* @brief Initialize OpenGL instance in whatever thread this object is a part of
*
@@ -45,35 +37,21 @@ public:
* the main thread from using the context during initialization and preventing more than one shared context being made
* at the same time (which may or may not actually make a difference).
*/
void Init();
virtual bool InitInternal() override;
bool IsAvailable();
virtual void CloseInternal() override;
public slots:
void Close();
virtual QVariant FrameToTexture(FramePtr frame) override;
void Render(NodeDependency path);
virtual bool OutputIsShader(NodeOutput *output) override;
void RenderAsSibling(NodeDependency dep);
virtual QVariant RunNodeAsShader(NodeOutput *output) override;
//void Download();
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) override;
signals:
void RequestSibling(NodeDependency path);
void CompletedFrame(NodeDependency path);
virtual void ParametersChangedEvent() override;
private:
void ProcessNode();
void UpdateViewportFromParams();
Node* ValidateBlock(Node* n, const rational& time);
QList<NodeInput*> ProcessNodeInputsForTime(Node* n, const TimeRange& time);
OpenGLTexturePtr RunNodeAsShader(Node *node, OpenGLShaderPtr shader);
QOpenGLContext* share_ctx_;
QOpenGLContext* ctx_;
@@ -83,14 +61,8 @@ private:
OpenGLFramebuffer buffer_;
VideoRenderingParams video_params_;
OpenGLShaderCache* shader_cache_;
DecoderCache* decoder_cache_;
QAtomicInt working_;
private slots:
void FinishInit();
-3
View File
@@ -148,9 +148,6 @@ private:
QByteArray cache_frame_load_buffer_;
/*QVector<RendererDownloadThreadPtr> download_threads_;
int last_download_thread_;*/
private slots:
+392 -1
View File
@@ -1,6 +1,397 @@
#include "videorenderworker.h"
VideoRenderWorker::VideoRenderWorker()
#include <QThread>
#include "common/define.h"
#include "node/block/block.h"
#include "node/node.h"
#include "render/pixelservice.h"
VideoRenderWorker::VideoRenderWorker(DecoderCache *decoder_cache, QObject *parent) :
QObject(parent),
decoder_cache_(decoder_cache),
started_(false)
{
}
bool VideoRenderWorker::IsAvailable()
{
return (working_ == 0);
}
void VideoRenderWorker::Close()
{
CloseInternal();
started_ = false;
}
const VideoRenderingParams &VideoRenderWorker::video_params()
{
return video_params_;
}
DecoderCache *VideoRenderWorker::decoder_cache()
{
return decoder_cache_;
}
void VideoRenderWorker::HashNodeRecursively(QCryptographicHash *hash, Node* n, const rational& time)
{
// Resolve BlockList
if (n->IsBlock() && (n = ValidateBlock(n, time)) == nullptr) {
return;
}
// Add this Node's ID
hash->addData(n->id().toUtf8());
foreach (NodeParam* param, n->parameters()) {
// For each input, try to hash its value
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
// Get time adjustment
TimeRange range = n->InputTimeAdjustment(input, TimeRange(time, time));
// For a single frame, we only care about one of the times
rational input_time = range.in();
if (input->IsConnected()) {
// Traverse down this edge
HashNodeRecursively(hash, input->get_connected_node(), input_time);
} else {
// Grab the value at this time
QVariant value = input->get_value_at_time(input_time);
hash->addData(NodeParam::ValueToBytes(input->data_type(), value));
}
// We have one exception for FOOTAGE types, since we resolve the footage into a frame in the renderer
if (input->data_type() == NodeParam::kFootage) {
StreamPtr stream = ResolveStreamFromInput(input);
DecoderPtr decoder = ResolveDecoderFromInput(input);
if (decoder != nullptr) {
// Add footage details to hash
// Footage filename
hash->addData(stream->footage()->filename().toUtf8());
// Footage last modified date
hash->addData(stream->footage()->timestamp().toString().toUtf8());
// Footage stream
hash->addData(QString::number(stream->index()).toUtf8());
// Footage timestamp
hash->addData(QString::number(decoder->GetTimestampFromTime(time)).toUtf8());
// FIXME: Add colorspace and alpha assoc
}
}
}
}
}
StreamPtr VideoRenderWorker::ResolveStreamFromInput(NodeInput *input)
{
return input->get_value_at_time(0).value<StreamPtr>();
}
DecoderPtr VideoRenderWorker::ResolveDecoderFromInput(NodeInput *input)
{
// Access a map of Node inputs and decoder instances and retrieve a frame!
StreamPtr stream = ResolveStreamFromInput(input);
DecoderPtr decoder = decoder_cache()->GetDecoder(stream.get());
if (decoder == nullptr && stream != nullptr) {
// Init decoder
decoder = Decoder::CreateFromID(stream->footage()->decoder());
decoder->set_stream(stream);
decoder_cache()->AddDecoder(stream.get(), decoder);
}
return decoder;
}
Node *VideoRenderWorker::ValidateBlock(Node *n, const rational& time)
{
if (n->IsBlock()) {
Block* block = static_cast<Block*>(n);
while (block != nullptr && block->in() > time) {
// This Block is too late, find an earlier one
block = block->previous();
}
while (block != nullptr && block->out() <= time) {
// This block is too early, find a later one
block = block->next();
}
// By this point, we should have the correct Block or nullptr if there's no Block here
return block;
}
return n;
}
void VideoRenderWorker::SetParameters(const VideoRenderingParams &video_params)
{
video_params_ = video_params;
ParametersChangedEvent();
}
bool VideoRenderWorker::Init()
{
if (started_) {
return true;
}
started_ = InitInternal();
if (started_) {
download_buffer_.resize(PixelService::GetBufferSize(video_params().format(), video_params().effective_width(), video_params().effective_height()));
} else {
Close();
}
return started_;
}
bool VideoRenderWorker::IsStarted()
{
return started_;
}
void VideoRenderWorker::Render(NodeDependency path)
{
NodeOutput* output = path.node();
Node* node = output->parent();
QList<Node*> all_nodes_in_graph;
all_nodes_in_graph.append(node);
all_nodes_in_graph.append(node->GetDependencies());
// Lock all Nodes to prevent UI changes during this render
foreach (Node* dep, all_nodes_in_graph) {
dep->LockUserInput();
}
// Start traversing graph
RenderAsSibling(path);
// Unlock all Nodes so changes can be made again
foreach (Node* dep, all_nodes_in_graph) {
dep->UnlockUserInput();
}
emit CompletedFrame(path);
}
QList<NodeInput*> VideoRenderWorker::ProcessNodeInputsForTime(Node *n, const TimeRange &time)
{
QList<NodeInput*> connected_inputs;
// Now we need to gather information about this Node's inputs
foreach (NodeParam* param, n->parameters()) {
// Check if this parameter is an input and if the Node is dependent on it
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
if (input->dependent()) {
// If we're here, this input is necessary and we need to acquire the value for this Node
if (input->IsConnected()) {
// If it's connected to something, we need to retrieve that output at some point
connected_inputs.append(input);
} else {
// If it isn't connected, it'll have the value we need inside it. We just need to store it for the node.
input->set_stored_value(input->get_value_at_time(n->InputTimeAdjustment(input, time).in()));
}
// Special types like FOOTAGE require extra work from us (to decrease node complexity dealing with decoders)
if (input->data_type() == NodeParam::kFootage) {
input->set_stored_value(0);
DecoderPtr decoder = ResolveDecoderFromInput(input);
// By this point we should definitely have a decoder, and if we don't something's gone terribly wrong
if (decoder != nullptr) {
FramePtr frame = decoder->Retrieve(time.in());
if (frame != nullptr) {
QVariant value = FrameToTexture(frame);
input->set_stored_value(value);
qDebug() << "Placing texture" << value << "into input" << input;
}
}
}
}
}
}
return connected_inputs;
}
void VideoRenderWorker::RenderAsSibling(NodeDependency dep)
{
NodeOutput* output = dep.node();
Node* original_node = output->parent();
Node* node;
rational time = dep.in();
QList<NodeInput*> connected_inputs;
QVariant value;
// Set working state
working_++;
qDebug() << "Processing" << original_node->id() << original_node;
original_node->LockProcessing();
// Firstly we check if this node is a "Block", if it is that means it's part of a linked list of mutually exclusive
// nodes based on time and we might need to locate which Block to attach to
if ((node = ValidateBlock(original_node, time)) == nullptr) {
// ValidateBlock() may have returned nullptr if there was no Block found at this time so no texture to return
output->cache_value(dep.range(), 0);
original_node->UnlockProcessing();
goto end_render;
}
if (original_node != node) {
// Ensure output is the output matching the node as it may have changed
output = static_cast<NodeOutput*>(node->GetParameterWithID(output->id()));
// Switch locks
original_node->UnlockProcessing();
node->LockProcessing();
qDebug() << "Deftly switched from" << original_node->id() << original_node << "to" << node->id() << node;
}
// Check if the output already has a value for this time
if (output->has_cached_value(dep.range())) {
// If so, we don't need to do anything, we can just send this value and exit here
dep.node()->cache_value(dep.range(), output->get_cached_value(dep.range()));
qDebug() << "Found a cached value on" << node->id() << output->id() << "at" << dep.range().in() << "-" << dep.range().out();
node->UnlockProcessing();
goto end_render;
}
// We need to run the Node's code to get the correct value for this time
connected_inputs = ProcessNodeInputsForTime(node, dep.range());
// For each connected input, we need to acquire the value from another node
while (!connected_inputs.isEmpty()) {
// Remove any inputs from the list that we have valid cached values for already
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
NodeOutput* connected_output = input->get_connected_output();
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
if (connected_output->has_cached_value(input_time)) {
// This output already has this value, no need to process it again
input->set_stored_value(connected_output->get_cached_value(input_time));
connected_inputs.removeAt(i);
i--;
}
}
// For every connected input except the first, we'll request another Node to do it
int input_for_this_thread = -1;
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
// If this node is locked, we assume it's already being processed. Otherwise we need to request a sibling
if (!input->get_connected_node()->IsProcessingLocked()) {
if (input_for_this_thread == -1) {
// Store this later since we can process it on this thread as we wait for other threads
input_for_this_thread = i;
} else {
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
emit RequestSibling(NodeDependency(input->get_connected_output(),
input_time));
}
}
}
if (input_for_this_thread > -1) {
// In the mean time, this thread can go off to do the first parameter
NodeInput* input = connected_inputs.at(input_for_this_thread);
TimeRange input_range = node->InputTimeAdjustment(input, dep.range());
RenderAsSibling(NodeDependency(input->get_connected_output(),
input_range));
input->set_stored_value(input->get_connected_output()->get_cached_value(input_range));
connected_inputs.removeAt(input_for_this_thread);
} else {
// Nothing for this thread to do. We'll wait 0.5 sec and check again for other nodes
// FIXME: It would be nicer if this thread could do other nodes during this time
QThread::msleep(500);
}
}
// By this point, the node should have all the inputs it needs to render correctly
// Check if we have a shader for this output
if (OutputIsShader(output)) {
// Run code
value = RunNodeAsShader(output);
} else {
// Generate the value as expected
value = node->Value(output);
}
// Place the value into the output
output->cache_value(dep.range(), value);
dep.node()->cache_value(dep.range(), value);
// We're done!
node->UnlockProcessing();
end_render:
// End this working state
working_--;
}
void VideoRenderWorker::Download(NodeDependency dep, QVariant texture, QString filename)
{
working_++;
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
// Set up OIIO::ImageSpec for compressing cached images on disk
OIIO::ImageSpec spec(video_params().effective_width(), video_params().effective_height(), kRGBAChannels, format_info.oiio_desc);
spec.attribute("compression", "dwaa:200");
TextureToBuffer(texture, download_buffer_);
std::string working_fn_std = filename.toStdString();
std::unique_ptr<OIIO::ImageOutput> out = OIIO::ImageOutput::create(working_fn_std);
if (out) {
qDebug() << "Saving to" << filename;
out->open(working_fn_std, spec);
out->write_image(format_info.oiio_desc, download_buffer_.data());
out->close();
emit CompletedDownload(dep);
} else {
qWarning() << "Failed to open output file:" << filename;
}
working_--;
}
+79 -3
View File
@@ -1,11 +1,87 @@
#ifndef VIDEORENDERWORKER_H
#define VIDEORENDERWORKER_H
#include <QCryptographicHash>
#include <QObject>
class VideoRenderWorker
{
#include "decodercache.h"
#include "node/dependency.h"
#include "render/videoparams.h"
class VideoRenderWorker : public QObject {
Q_OBJECT
public:
VideoRenderWorker();
VideoRenderWorker(DecoderCache* decoder_cache, QObject* parent = nullptr);
Q_DISABLE_COPY_MOVE(VideoRenderWorker)
bool IsStarted();
void SetParameters(const VideoRenderingParams& video_params);
virtual bool Init();
bool IsAvailable();
public slots:
void Close();
void Render(NodeDependency path);
void RenderAsSibling(NodeDependency dep);
void Download(NodeDependency dep, QVariant texture, QString filename);
signals:
void RequestSibling(NodeDependency path);
void CompletedFrame(NodeDependency path);
void CompletedDownload(NodeDependency path);
protected:
virtual bool InitInternal() = 0;
virtual void CloseInternal() = 0;
virtual QVariant FrameToTexture(FramePtr frame) = 0;
const VideoRenderingParams& video_params();
DecoderCache* decoder_cache();
Node* ValidateBlock(Node* n, const rational& time);
virtual void ParametersChangedEvent(){}
virtual bool OutputIsShader(NodeOutput *output) = 0;
virtual QVariant RunNodeAsShader(NodeOutput *output) = 0;
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) = 0;
private:
void ProcessNode();
StreamPtr ResolveStreamFromInput(NodeInput* input);
DecoderPtr ResolveDecoderFromInput(NodeInput* input);
QList<NodeInput*> ProcessNodeInputsForTime(Node* n, const TimeRange& time);
void HashNodeRecursively(QCryptographicHash* hash, Node *n, const rational &time);
VideoRenderingParams video_params_;
DecoderCache* decoder_cache_;
QAtomicInt working_;
QByteArray download_buffer_;
bool started_;
private slots:
};
#endif // VIDEORENDERWORKER_H
+8 -8
View File
@@ -218,14 +218,14 @@ void TimelineWidget::ImportTool::DragDrop(TimelineViewMouseEvent *event)
ClipBlock* clip = new ClipBlock();
VideoInput* media = new VideoInput();
TransformDistort* transform = new TransformDistort();
OpacityNode* opacity = new OpacityNode();
//TransformDistort* transform = new TransformDistort();
//OpacityNode* opacity = new OpacityNode();
// Set parents to node_memory_manager in case no TimelineOutput receives this signal
clip->setParent(&node_memory_manager);
media->setParent(&node_memory_manager);
transform->setParent(&node_memory_manager);
opacity->setParent(&node_memory_manager);
//transform->setParent(&node_memory_manager);
//opacity->setParent(&node_memory_manager);
StreamPtr footage_stream = ghost->data(TimelineViewGhostItem::kAttachedFootage).value<StreamPtr>();
media->SetFootage(footage_stream);
@@ -233,10 +233,10 @@ void TimelineWidget::ImportTool::DragDrop(TimelineViewMouseEvent *event)
clip->set_length(ghost->Length());
clip->set_block_name(footage_stream->footage()->name());
NodeParam::ConnectEdge(opacity->texture_output(), clip->texture_input());
NodeParam::ConnectEdge(media->texture_output(), opacity->texture_input());
NodeParam::ConnectEdge(transform->matrix_output(), media->matrix_input());
//NodeParam::ConnectEdge(opacity->texture_output(), clip->texture_input());
//NodeParam::ConnectEdge(media->texture_output(), opacity->texture_input());
//NodeParam::ConnectEdge(transform->matrix_output(), media->matrix_input());
NodeParam::ConnectEdge(media->texture_output(), clip->texture_input());
if (event->GetModifiers() & Qt::ControlModifier) {
//emit parent()->RequestInsertBlockAtTime(clip, ghost->GetAdjustedIn());