Replace every direct FFmpeg call in the editor and the render worker
with the pure C ffmpeg_bridge API, wrapped in thin C++ adapters that
preserve the original interfaces:
- avframeptr.h: olive::AVFrame adapter around FBFrame handles
- ffmpegutils: format conversion helpers on FB_* constants; the int
overload is renamed GetCompatibleBridgePixelFormat to avoid a silent
overload-resolution trap with the PixelFormat enum
- ffmpegdecoder/ffmpegencoder: rewritten as handle-based adapters over
FBDecoder/FBProbe/FBEncoder/FBScaler/FBResampler
- audioprocessor: FBAudioGraph push/pull adapter
- pluginrenderer/OliveClip: sws/pixdesc usage converted to FBScaler and
fb_pix_fmt_* queries
- AudioParams/channel layouts are plain uint64_t masks everywhere
Build integration: the root project no longer links FFMPEG directly;
only ffmpeg_bridge does. Binaries resolve the bridge library at runtime
via @loader_path inside the macOS app bundle (copied there post-build)
and via $ORIGIN/../ffmpeg_bridge/bin on Linux; on Windows the DLL is
installed next to the executables, so packages on all three platforms
ship the bridge library.
ffmpeg_bridge gains the extra API the adapters need:
fb_frame_make_writable, fb_decoder_get_format_duration,
fb_resampler_convert_frame, FB_PIX_FMT_YUV440P, SRT validation in
fb_probe_read_subtitle_stream, packed/planar fixes in
fb_encoder_write_audio, and a component-size fix in
fb_pix_fmt_component_size.
Renderer / preview:
- Switch the preview/display readback format from F16 to packed
10-bit RGBA (PixelFormat::U10) to halve GPU->CPU/IPC bandwidth
while keeping 10-bit panel precision.
- Add U10 support to VideoParams, FFmpeg/OIIO/OCIO utility mappings,
OpenGL (GL_RGB10_A2), Vulkan (VK_FORMAT_A2B10G10R10_UNORM_PACK32),
and plugin bit-depth lookups.
- Update preview autocacher comment to reflect the new behavior.
OCIO LUT tests:
- Add four E2E-style ColorLutNode gtests that drive a SolidGenerator
-> OCIOLutNode graph through NodeTraverser and compare resulting
pixels on the CPU. They cover forward/inverse transforms and verify
that switching LUT direction and LUT file updates both the processor
and the output pixels.
Cleanup:
- Remove a leftover SolidGenerator::Value debug fprintf.
- Capture render worker stderr in RenderWorkerFootageTest for better
diagnostics.
I'll be honest, this probably makes no noticeable difference at all. It should be faster and more efficient, but whether that translates into any tangible improvement is yet to be seen.
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )