various changes to rendering flow and structure
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@@ -23,13 +23,8 @@
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#include "audiorenderer.h"
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AudioRendererProcessThread::AudioRendererProcessThread(AudioRendererProcessor* parent,
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QOpenGLContext *share_ctx,
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const int &width,
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const int &height,
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const int ÷r,
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const olive::PixelFormat &format,
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const olive::RenderMode &mode) :
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AudioRendererThreadBase(share_ctx, width, height, divider, format, mode),
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const AudioRenderingParams ¶ms) :
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AudioRendererThreadBase(params),
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parent_(parent),
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cancelled_(false)
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{
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@@ -93,49 +88,20 @@ void AudioRendererProcessThread::ProcessLoop()
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NodeOutput* output_to_process = path_.node();
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Node* node_to_process = output_to_process->parent();
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texture_ = nullptr;
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QList<Node*> all_deps;
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bool has_hash = false;
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bool can_cache = true;
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if (!sibling_) {
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node_to_process->Lock();
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QList<NodeDependency> deps = node_to_process->RunDependencies(output_to_process, path_.in());
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all_deps = node_to_process->GetDependencies();
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foreach (Node* dep, all_deps) {
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dep->Lock();
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}
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// Check hash
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QCryptographicHash hasher(QCryptographicHash::Sha1);
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node_to_process->Hash(&hasher, output_to_process, path_.time());
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hash_ = hasher.result();
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has_hash = parent_->HasHash(hash_);
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can_cache = false;
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}
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if (!has_hash){
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if ((can_cache = parent_->TryCache(hash_))) {
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QList<NodeDependency> deps = node_to_process->RunDependencies(output_to_process, path_.time());
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// Ask for other threads to run these deps while we're here
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if (!deps.isEmpty()) {
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for (int i=1;i<deps.size();i++) {
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emit RequestSibling(deps.at(i));
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}
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}
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// Get the requested value
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texture_ = output_to_process->get_value(path_.time(), path_.time()).value<RenderTexturePtr>();
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render_instance()->context()->functions()->glFinish();
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// Ask for other threads to run these deps while we're here
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if (!deps.isEmpty()) {
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for (int i=1;i<deps.size();i++) {
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emit RequestSibling(deps.at(i));
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}
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}
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// Get the requested value
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QByteArray samples = output_to_process->get_value(path_.in(), path_.out()).toByteArray();
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if (!sibling_) {
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foreach (Node* dep, all_deps) {
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dep->Unlock();
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@@ -144,12 +110,7 @@ void AudioRendererProcessThread::ProcessLoop()
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node_to_process->Unlock();
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}
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if (can_cache) {
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// We cached this frame, signal that it will need to be downloaded to disk
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emit CachedFrame(texture_, path_.time(), hash_);
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} else {
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// This hash already exists, no need to cache, just map it
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emit FrameSkipped(path_.time(), hash_);
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}
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// Signal that we cached some samples
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emit CachedSamples(samples, path_.in(), path_.out());
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}
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}
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