nodes: minor overhaul to functionality

The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
This commit is contained in:
itsmattkc
2020-06-12 00:54:15 +10:00
parent 663cf4a020
commit dd7af0e6bd
44 changed files with 1051 additions and 697 deletions
+5 -44
View File
@@ -35,6 +35,7 @@
#include "node/output.h"
#include "node/value.h"
#include "render/audioparams.h"
#include "render/shaderinfo.h"
OLIVE_NAMESPACE_ENTER
@@ -56,12 +57,6 @@ class Node : public QObject
{
Q_OBJECT
public:
enum Capabilities {
kNormal = 0x0,
kShader = 0x1,
kSampleProcessor = 0x2
};
enum CategoryID {
kCategoryUnknown = -1,
@@ -176,47 +171,15 @@ public:
*/
QList<Node*> GetImmediateDependencies() const;
/**
* @brief Return accelerated capabilities of this node (if any)
*/
virtual Capabilities GetCapabilities(const NodeValueDatabase&) const;
/**
* @brief Generate a unique identifier for the shader code (if a node can produce multiple)
*/
virtual QString ShaderID(const NodeValueDatabase&) const;
/**
* @brief Generate hardware accelerated code for this Node
*/
virtual QString ShaderVertexCode(const NodeValueDatabase&) const;
/**
* @brief Generate hardware accelerated code for this Node
*/
virtual QString ShaderFragmentCode(const NodeValueDatabase&) const;
/**
* @brief Number of iterations to run the accelerated code
*
* Some code is faster if it's merely repeated on a resulting texture rather than run once on the same buffer.
*/
virtual int ShaderIterations() const;
/**
* @brief Parameter that should receive the buffer on an iteration past the first
*/
virtual NodeInput* ShaderIterativeInput() const;
/**
* @brief Return whether this node processes samples or not
*/
virtual NodeInput* ProcessesSamplesFrom(const NodeValueDatabase &value) const;
virtual ShaderCode GetShaderCode(const QByteArray& shader_id) const;
/**
* @brief If ProcessesSamples() is true, this is the function that will process them.
*/
virtual void ProcessSamples(const NodeValueDatabase &values, const AudioParams& params, const SampleBufferPtr input, SampleBufferPtr output, int index) const;
virtual void ProcessSamples(NodeValueDatabase &values, const AudioParams& params, const SampleBufferPtr input, SampleBufferPtr output, int index) const;
/**
* @brief Returns the input with the specified ID (or nullptr if it doesn't exist)
@@ -393,8 +356,6 @@ public:
NodeOutput* output() const;
virtual NodeValue InputValueFromTable(NodeInput* input, NodeValueDatabase &db, bool take) const;
const QPointF& GetPosition() const;
void SetPosition(const QPointF& pos);
@@ -407,9 +368,9 @@ public:
virtual bool HasGizmos() const;
virtual void DrawGizmos(const NodeValueDatabase& db, QPainter* p, const QVector2D &scale, const QSize& viewport) const;
virtual void DrawGizmos(NodeValueDatabase& db, QPainter* p, const QVector2D &scale, const QSize& viewport) const;
virtual bool GizmoPress(const NodeValueDatabase& db, const QPointF& p, const QVector2D &scale, const QSize& viewport);
virtual bool GizmoPress(NodeValueDatabase& db, const QPointF& p, const QVector2D &scale, const QSize& viewport);
virtual void GizmoMove(const QPointF& p, const QVector2D &scale, const rational &time);
virtual void GizmoRelease();