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.
The encoder was moved to its own thread and will transcode the PCM from the
audio renderer into the chosen codec while the video frames are still
received. The implementation isn't perfect and could use some cleaning up, but
it is functional at the moment.
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.
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
To aid generating a cache ID, each viewer node needs a UUID. Previous iterations
tried to hash a name and time, but a UUID is a much more efficient way to do
this.
With differently set speeds, these functions would mess with the timing in ways
that would be confusing to the user. Now they act in a much more intuitive way
and also prevent negative media times.
OCIO config was set on a per-project basis, but we were using a singleton for
the ColorManager that would break if more than one project was ever open.
Now the ColorManager belongs to the Project and is always accessed through the
Project.
This commit adds the background functionality of the render cache invalidating
whenever a footage's color space is changed. This includes when the project's
configuration is changed as well.
Uniform values cannot be set if the shader is not bound, and calling Blit would
release the shader making subsequent iteration count updates not work. This
commit makes sure the shader is bound before trying to do so.
Ultimately it would be nice if nodes could configure this themselves, but
CLAMP_TO_BORDER behavior can be written manually into the shader if that
behavior is desired, whereas CLAMP_TO_EDGE cannot.
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.
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
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.
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.