overhauled render classes to support video AND audio
Major refactoring work to try sharing as much code as possible between the video renderers and audio renderers, as well as make them as platform-independent as possible.
This commit is contained in:
@@ -1,5 +1,7 @@
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#include "renderworker.h"
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#include <QThread>
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#include "node/block/block.h"
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RenderWorker::RenderWorker(DecoderCache *decoder_cache, QObject *parent) :
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@@ -50,6 +52,8 @@ void RenderWorker::Render(NodeDependency path)
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RenderInternal(path);
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emit CompletedCache(path);
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// Unlock all Nodes so changes can be made again
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foreach (Node* dep, all_nodes_in_graph) {
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dep->UnlockUserInput();
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@@ -61,26 +65,47 @@ DecoderCache *RenderWorker::decoder_cache()
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return decoder_cache_;
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}
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Node *RenderWorker::ValidateBlock(Node *n, const rational& time)
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Block *RenderWorker::ValidateBlock(Block *block, const rational& time)
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{
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if (n->IsBlock()) {
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Block* block = static_cast<Block*>(n);
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Q_ASSERT(block != nullptr && time >= 0);
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while (block != nullptr && block->in() > time) {
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// This Block is too late, find an earlier one
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block = block->previous();
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}
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while (block != nullptr && block->out() <= time) {
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// This block is too early, find a later one
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block = block->next();
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}
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// By this point, we should have the correct Block or nullptr if there's no Block here
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return block;
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while (block->in() > time) {
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// This Block is too late, find an earlier one
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block = block->previous();
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}
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return n;
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while (block->out() <= time) {
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// This block is too early, find a later one
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if (block->next() == nullptr) {
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break;
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}
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block = block->next();
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}
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// By this point, we should have the correct Block or nullptr if there's no Block here
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return block;
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}
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QList<Block *> RenderWorker::ValidateBlockRange(Block *n, const TimeRange &range)
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{
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QList<Block*> list;
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Block* block_at_start = ValidateBlock(n, range.in());
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Block* block_at_end = ValidateBlock(n, range.out());
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list.append(block_at_start);
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// If more than one block is active for this range
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if (block_at_start != block_at_end) {
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// Collect all blocks between the start and the end
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do {
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block_at_start = block_at_start->next();
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list.append(block_at_start);
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} while (block_at_start != block_at_end);
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}
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return list;
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}
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void RenderWorker::RenderInternal(const NodeDependency &path)
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@@ -123,3 +148,128 @@ bool RenderWorker::IsStarted()
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{
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return started_;
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}
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QList<NodeInput*> RenderWorker::ProcessNodeInputsForTime(Node *n, const TimeRange &time)
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{
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QList<NodeInput*> connected_inputs;
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// Now we need to gather information about this Node's inputs
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foreach (NodeParam* param, n->parameters()) {
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// Check if this parameter is an input and if the Node is dependent on it
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if (param->type() == NodeParam::kInput) {
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NodeInput* input = static_cast<NodeInput*>(param);
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if (input->dependent()) {
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// If we're here, this input is necessary and we need to acquire the value for this Node
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if (input->IsConnected()) {
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// If it's connected to something, we need to retrieve that output at some point
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connected_inputs.append(input);
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} else {
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// If it isn't connected, it'll have the value we need inside it. We just need to store it for the node.
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input->set_stored_value(input->get_value_at_time(n->InputTimeAdjustment(input, time).in()));
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}
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// Special types like FOOTAGE require extra work from us (to decrease node complexity dealing with decoders)
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if (input->data_type() == NodeParam::kFootage) {
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input->set_stored_value(0);
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DecoderPtr decoder = ResolveDecoderFromInput(input);
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// By this point we should definitely have a decoder, and if we don't something's gone terribly wrong
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if (decoder != nullptr) {
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FramePtr frame = decoder->Retrieve(time.in(), time.out() - time.in());
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if (frame != nullptr) {
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QVariant value = FrameToValue(frame);
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input->set_stored_value(value);
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}
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}
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}
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}
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}
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}
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return connected_inputs;
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}
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QVariant RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
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{
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NodeOutput* output = dep.node();
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Node* node = dep.node()->parent();
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//qDebug() << "Processing" << node->id();
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// Check if the output already has a value for this time
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if (output->has_cached_value(dep.range())) {
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// If so, we don't need to do anything, we can just send this value and exit here
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return output->get_cached_value(dep.range());
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}
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// We need to run the Node's code to get the correct value for this time
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QList<NodeInput*> connected_inputs = ProcessNodeInputsForTime(node, dep.range());
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// For each connected input, we need to acquire the value from another node
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while (!connected_inputs.isEmpty()) {
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// Remove any inputs from the list that we have valid cached values for already
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for (int i=0;i<connected_inputs.size();i++) {
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NodeInput* input = connected_inputs.at(i);
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NodeOutput* connected_output = input->get_connected_output();
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TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
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if (connected_output->has_cached_value(input_time)) {
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// This output already has this value, no need to process it again
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input->set_stored_value(connected_output->get_cached_value(input_time));
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connected_inputs.removeAt(i);
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i--;
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}
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}
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// For every connected input except the first, we'll request another Node to do it
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int input_for_this_thread = -1;
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for (int i=0;i<connected_inputs.size();i++) {
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NodeInput* input = connected_inputs.at(i);
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// If this node is locked, we assume it's already being processed. Otherwise we need to request a sibling
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if (!input->get_connected_node()->IsProcessingLocked()) {
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if (input_for_this_thread == -1) {
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// Store this later since we can process it on this thread as we wait for other threads
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input_for_this_thread = i;
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} else {
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TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
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emit RequestSibling(NodeDependency(input->get_connected_output(),
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input_time));
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}
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}
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}
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if (input_for_this_thread > -1) {
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// In the mean time, this thread can go off to do the first parameter
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NodeInput* input = connected_inputs.at(input_for_this_thread);
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TimeRange input_range = node->InputTimeAdjustment(input, dep.range());
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RenderAsSibling(NodeDependency(input->get_connected_output(),
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input_range));
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input->set_stored_value(input->get_connected_output()->get_cached_value(input_range));
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connected_inputs.removeAt(input_for_this_thread);
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} else {
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// Nothing for this thread to do. We'll wait 0.5 sec and check again for other nodes
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// FIXME: It would be nicer if this thread could do other nodes during this time
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QThread::msleep(500);
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}
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}
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// By this point, the node should have all the inputs it needs to render correctly
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// Check if we have a shader for this output
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if (OutputIsAccelerated(output)) {
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// Run code
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return RunNodeAccelerated(output);
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} else {
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// Generate the value as expected
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return node->Value(output);
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}
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}
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