General code and functionality improvements. Moved more code out of the
OpenGL backend for portability. Implemented audio transitions.
Implemented basic transition animation curve settings.
I think there was an earlier commit with a similar name but turns out
I'd only done foundational work in that commit and never actually
properly set it up. Of course once I did, there were several issues that
needed fixing to make it work correctly, but now it works as expected.
Heavily optimizes larger projects by allowing cache jobs to only copy
what has changed.
Ensures their thread gets changed along with the viewer. The project
gets loaded/created in a background thread so the GUI can remain
responsive, and is then moved to the main thread for intended event
handling. However if the caches aren't parented, the hierarchy breaks
and the caches remain in a thread whose event loop is quickly destroyed.
Now that they're parented, events can be properly queued on them once
again.
Since auto-cache events start and stop fairly frequently (and are somewhat
heavy to create/destroy), we can save a lot of cycles over time by sharing
the same backend between them all.
Previously the OpenGL instance was tied to each render/cache task,
creating and destroying it each time one started and stopped. This was
completely unnecessary since the instance holds no state and can be
shared by all of the render tasks without having to expensively start
a new one.
Previously, audio was all queued first and would therefore all have to
finish before any video frames could start caching. No longer! Now they're
queued side by side so users won't have to wait for audio to finish before
their cached frames come in.
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.
Removed proxy task and replaced with a true honest-to-god pre-cache for
footage. This footage is pre-cached to a sequence and therefore 100% ready
for use in it once the task is done.
Addresses scheduling issues where a backend might be closed (or even
destroyed) before it processes a waveform signal from a worker. Requires
extra multithreading code.