Commit Graph
48 Commits
Author SHA1 Message Date
itsmattkc 53ae25a7cb nodes: optimize node graph changes by only updating from inputs that changed
A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
2020-04-26 04:16:15 +10:00
itsmattkc 0c3ce03348 renderer: use a dedicated decoder per thread 2020-04-11 13:18:31 +10:00
itsmattkc 1aa87cbda6 various: encapsulate all code in the olive namespace to avoid name collisions
Large-scale code cleanup. Also adds a license to the top of all files that were
missing it.
2020-04-06 15:29:53 +10:00
itsmattkc 0f5cd40c45 exporter: add ability to cancel exports (including a confirm to cancel if the
user closes the dialog mid-export)
2020-03-03 02:37:18 +11:00
itsmattkc 5a070f14de general: use IdlePriority rather than LowPriority
Fixes a number of playback stuttering and general UI lag issues by setting all
background tasks to IdlePriority rather than LowPriority. While it was assumed
LowPriority tasks would always get scheduled below NormalPriority (e.g. main
thread) tasks, it turns out this is not always the case. If the background tasks
start consuming a lot of CPU cycles, the scheduler may use "dynamic scheduling"
to schedule them above the main thread regardless leading to UI lag. This is
apparently the case for all thread priorities apart from IdlePriority, which
is allegedly a special case where threads are *only* scheduled when other
threads aren't busy ensuring the main thread stays responsive.
2020-02-20 17:48:50 +11:00
itsmattkc 2145efa2a0 decoder/renderer: use memory cache and single decoder to optimize frames for
cycles
2020-02-20 15:32:12 +11:00
itsmattkc ceb70a1870 viewer: use internal texture to allow viewer to control texture as part of its
context

More intuitive code flow and allows the user to undock the viewer (which
forcibly destroys and recreates the context) and the viewer will handle
creation of the new texture in said new context.
2020-02-16 18:24:49 +11:00
itsmattkc 53106e1847 opengl: remove locks from texture
These are not used anymore and are therefore unnecessary.
2020-02-15 14:02:00 +11:00
itsmattkc f36c635b05 openglbackend: call base function in CloseInternal() 2020-02-14 14:51:11 +11:00
itsmattkc 91f1be90a9 opengl: isolate all functions to one thread 2020-02-03 18:14:58 +11:00
itsmattkc 24f7eeb210 renderer: implemented function to wait for workers in the main thread
The workers run in separate threads meaning if any significant change is made
(e.g. parameters changing, or even closing the program), these workers may still
be mid-render. This is particularly problematic when closing since the nodes a
worker is rendering may be deleted mid-render. Render backends now have a
function that pauses the main thread (but starts a second event loop so the UI
isn't frozen) until the worker threads are all finished. This way, massive
changes can be made safely without race conditions.
2020-01-22 17:11:17 +11:00
itsmattkc fdbaa75dff renderer: allow parameters to be changed mid-session 2020-01-22 14:05:37 +11:00
itsmattkc 0bc176fd62 use less threads on cache
By using one thread per logical CPU thread, we seemed to completely saturate
the CPU which would kill the performance of the main/GUI thread (despite the
other threads being low priority). We now use half of the logical threads, which
still sees good CPU usage and minimal performance impact while allowing the
main thread to respond to user actions.
2020-01-17 04:37:47 +11:00
itsmattkc b8aabb7e01 updated exporter to work with new frame flow 2020-01-08 02:27:47 +11:00
itsmattkc db146b376a implemented core UI caching feedback functionality
Not a perfect implementation yet, but this shows UI feedback on what frames are
cached and which ones aren't.
2020-01-03 05:38:20 +11:00
itsmattkc f8839e74de ensure texture is not copied in one thread while it's read in another
This seems to cause issues in the rendering pipeline, so this commit never lets
a texture copy and read occur at the same time.
2020-01-02 06:00:21 +11:00
itsmattkc 9272858de2 send list to EmitCachedFrameReady() rather than one rational at a time
Since EmitCachedFrameReady() makes a copy of the texture, we can economize a lot
by re-using the same copied texture for all the times rather than making a
separate copy for each time.
2019-12-27 05:17:18 +11:00
itsmattkc 61c60e00d6 various small code cleanups and improvements
Largely refactoring work to make the code somewhat nicer to work with.
2019-12-26 19:00:08 +11:00
itsmattkc a8beae64ae general improvements to the renderer backend to help keep rendering consistent and performant 2019-12-22 03:04:34 +11:00
itsmattkc 04d39e27a8 copy texture before signalling it
Sending a texture directly from the texture cache is dangerous since once the
reference is relinquished, it could be picked up and used by another thread.
Copying the texture to a separate one takes a little extra time but lets the
viewer remain in control of that texture.
2019-12-21 20:38:15 +11:00
itsmattkc 8ace197d66 improved backend encapsulation
Various backend improvements are included in this commit, mostly for the
benefit of exporting. These include:
- Moving more non-GL code from OpenGL derivatives into base classes
- An "export mode" that changes the cache behavior of video backends
- Using the Viewer's UUID introduced a few commits ago
- No longer hardcoding the pixel format/render mode in the backend (since
  they'll inevitably differ when exporting vs previewing)
- Improved signalling for frames that are completed
2019-12-20 04:35:31 +11:00
itsmattkc 0b7782e129 added support for multiple node iterations
Optimizes various effects, particularly blurs.
2019-12-15 00:39:28 +11:00
itsmattkc 7b92b21df2 reimplemented "add" tool
Tool for adding empty/non-media clips in the timeline. Also basis of the
transition tool.
2019-12-11 19:54:53 +11:00
itsmattkc da98793a6b fixed segfault if pipeline returned an empty texture 2019-12-11 13:54:19 +11:00
itsmattkc 3d3e40d431 minor code cleanup and fixed opengl thread desync issue 2019-12-11 03:20:23 +11:00
itsmattkc 91c7d8aa4d implemented texture cache for performance
Creating and destroying textures is a slow process, particularly when we can
re-use them throughout most of the render chain. We now keep them stored so
they can be re-used which improves performance substantially.
2019-12-10 14:53:47 +11:00
itsmattkc 26b3993b9d made vast improvements to rendering engine and node structure
This was many changes that were largely fundamentally related. They included:
- More const modifiers to enforce read only node graphs
- Support for fragment and vertex shaders from the nodes
- Support for node code loaded externally (embedded into the binary)
- Fixed issue preventing two textures from being used in a shader
- Removed several unused functions and cleaned up code
- Fixed video media node misreading its matrix input
2019-12-09 23:50:52 +11:00
itsmattkc f6064b40df hold worker busy state in renderbackend rather than in renderworker
Workers run in different threads and the backends can poll whether the worker
is currently busy or not. However the previous iteration has the worker (and an
atomic int) provide the busy state which could easily desync with the main
thread (since all workers run in different threads). By holding the busy states
in the main thread, the main thread will always be able to poll the busy state
accurately.
2019-12-06 19:38:57 +11:00
itsmattkc 5227e10f39 render one frame per thread for increased parallelism
If the nodes are now stateless, there's nothing stopping the renderer from
rendering multiple frames at once. Earlier since the nodes held some of their
input/output data (and that data could change per frame), it was not possible
to render multiple frames at once without conflicts. Now that the node state is
held in render threads, they can do whatever they want at any time.
2019-12-06 15:37:31 +11:00
itsmattkc 927e2252f3 fixed bug where several frames being cached at the same time would lead to most
of them returning blank
2019-12-06 13:32:02 +11:00
itsmattkc 694f424627 finished conforming renderers to new node structure
Stateless node system is done! Functionality is about equal to the functionality
in master meaning this is ready for merging.
2019-12-06 03:43:24 +11:00
itsmattkc 50f7fac156 fixed signal/slot connections which had been renamed and weren't resolving 2019-12-06 00:43:51 +11:00
itsmattkc d25dda5275 removed all dependence on NodeOutputs
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
2019-12-06 00:23:26 +11:00
itsmattkc 092d76f41a disambiguated whether NodeParam::parent() would return a Node* or a QObject*
Old code assumes that a NodeParam's parent will always be a Node. The function
has been separated off and tweaked in the event that this is not the case.
2019-11-30 23:58:56 +11:00
itsmattkc 45d17810d5 removed old legacy code from openglbackend (had already been commented out) 2019-11-27 09:52:20 +10:00
itsmattkc 2cfccbfbef copy node graph before rendering
Previous iterations would use mutexes to prevent changing of the graph
mid-render, however several user actions would need to capture these mutexes
causing the main thread to hang until the current render job (frame/range of
samples) was complete. We now copy the nodes necessary as part of the "compile"
process so that the main thread shouldn't need nearly as much blocking while
caching occurs.
2019-11-23 08:53:52 +09:00
itsmattkc 7385e3dc56 fixes jitters by using signals/slots to pass image buffers around
Updating values rapidly would cause strange jitters as a
byproduct of the viewer trying to update from the renderer while
it was still working. Rather than the viewer trying to access the
the renderer, we now send textures in the initial update signal
to keep everything synchronized.
2019-11-18 02:14:54 +09:00
itsmattkc 8e6c23ffc1 fixed bug that caused some frames to never render indefinitely
Frames should no longer get stuck unrendered.
2019-11-17 17:14:08 +09:00
itsmattkc 2f8675f5f9 cleaned up opengl backend
Removed some legacy code (that had been all commented out by now anyway)
2019-11-17 13:48:36 +09:00
itsmattkc 40b3879440 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.
2019-11-15 13:50:58 +09:00
itsmattkc 7a6dd02e5b furthered development of audio renderers
Mostly reimplementing functions from other workers to produce audio samples
2019-11-11 11:35:01 +09:00
itsmattkc 1206eb73b9 moved frame cache to external class that's easier to pass around 2019-11-06 23:46:44 +11:00
itsmattkc 3b224c7638 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.
2019-11-06 09:14:20 +11:00
itsmattkc 97a4294bb3 refactoring work to improve issues with new rendering pipeline 2019-11-04 11:34:43 +11:00
itsmattkc 663ae56ac4 more coherent render threading for now
Once again, conceptually this system should work, however it does not seem to
be the most efficient and it wouldn't surprise me if the multithreading was
eventually upgraded to an even more coherent system one day. However for
"core principles" this should be fairly decent.
2019-11-03 04:05:43 +11:00
itsmattkc c14125e640 work towards rewriting the render infrastructure
Mostly foundational work and re-implementing older code in a smarter way
(i.e. context creation code should be slightly faster than it was before)
2019-11-01 22:58:02 +11:00
itsmattkc 429514b1fd separation of previous renderer into base and derivation complete
The previous iteration was fairly OpenGL-heavy. It's now been separated into
a base class that is OpenGL independent and a derived class that is
OpenGL-based. Over time this should allow for portability away from OpenGL
if necessary.
2019-11-01 12:58:38 +11:00
itsmattkc 77bcb70dac started porting renderer to new portable form 2019-10-31 19:14:58 +11:00