OIIO 2.x uses std::unique_ptr while 1.x uses raw pointers. Olive can now handle
both, manually destroying the raw pointers when necessary if running on OIIO
1.x.
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.
We try to handle aspect ratios in metadata (e.g. stretching 1440x1080 videos
out to 1920x1080 when requested), and FFmpeg will usually return a 1/1
aspect ratio even if it can't determine an aspect ratio. However, as mentioned
in the documentation, sometimes it returns a 0/0 aspect ratio when it can't
determine an aspect ratio, which we didn't handle and would lead to the code
allocating a buffer with a 0px height. This commit handles both 1/1 and 0/0
aspect ratios in accordance with the FFmpeg documentation.
Reference: https://www.ffmpeg.org/doxygen/4.0/structAVFrame.html#a62f9c20541a83d37db7072126ff0060d
Implementation isn't perfect yet, viewer/renderer doesn't update yet when
the preference is changed so a sequence needs to be re-opened for the change to
take effect.
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.
A few commits ago, the render behavior was changed to only render within a
user-specified range of the playhead. This works well, but it would still
render from the start of the range (usually before the playhead) to the end,
meaning it couldn't keep up with the playhead as well as it should. This
commit prioritizes frames close to the playhead and renders outwards to
address this.
Previously we had no disk management whatsoever, so we cleared the cache on
every close just to prevent clogging up tester disk space. Now that we are
implementing disk management, there are better things to do on close regarding
disk cache. However, some users may still wish for the app to delete the cache
on close, so it's provided as an option.
This functions more or less identically to using a media out value, but the
desired speed is preserved through block length changes, even if the block's
length is reduced to zero (i.e. no rounding errors).
frames
Previously, when the video renderer received a dirty cache signal, it would
proceed to extract all frames from the range and queue them. However, this could
be extremely slow for long ranges since it had to iterate through the entire
range and calculate the individual frames it contained. Now, we use the same
range combining system as audio and automatically calculate the next frame
within the range only when necessary. Essentially the same work, but split up
over time and done only when needed leading to no discernible UI pause when
invalidating cache.
The renderer backend can now distinguish between jobs. Previously if two jobs
of the same frame were started (which is legal if the user made a change while
frames were still being rendered), an earlier job in some situations could
finish AFTER a later job, and the backend would have no way of distinguishing
between them. This meant a frame could be erroneously set to an old value
rather than the newest. This commit introduces job identification so that old
jobs are automatically discarded.
Since updating all input values per sample could be performance costly,
we now only update inputs that are either keyframing or connected to
another node
This mostly builds on the keyframing we already set up for video, but the
audio renderer will now appropriately updated keyframe inputs per sample in
accordance with keyframe values.
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.