Commit Graph
154 Commits
Author SHA1 Message Date
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 549427353d updates to video render backend to speed up single frame previews
Allows single frame previews and improves communication with receiving
viewer classes.
2019-12-27 05:11:21 +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 520b8b46fa place timecode conversion functions into a Timecode class rather than an olive namespace
Code cleanup and improvement.
2019-12-26 17:20:58 +11:00
itsmattkc ac9690c5a7 ensure gcc will compile this file without warnings 2019-12-24 16:35:28 +11:00
itsmattkc 62f9e55609 implemented foundational reversed block code
Ensured renderers can handle clips that are reversed.
2019-12-24 16:17:33 +11:00
itsmattkc f0cd480540 finished audio effects support in audio renderer
Working structure implemented in previous commit into the audio renderer is
complete in this commit.
2019-12-24 14:02:07 +11:00
itsmattkc 7ad2eae7a2 implemented volume and pan effects
This commit implements a structure for sample processing and two implemenations
of this structure in volume and pan effects.
2019-12-24 12:34:30 +11:00
itsmattkc 3a7b3ffac6 implemented audio exporting
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.
2019-12-23 01:45:27 +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 46855adea7 use a system of deferred maps to keep track of frames that don't need to be rendered twice
Mostly used for exporting to ensure all frames get accounted for when being
sent from the renderer to the exporter through signals/slots.
2019-12-22 03:03:08 +11:00
itsmattkc 8514590c83 implement transformation matrix in exporter backend
This was supposed to have been done, but was not.
2019-12-22 02:59:08 +11:00
itsmattkc 4cb6659dbb cleaned up texture and texture reading classes 2019-12-21 21:30:42 +11:00
itsmattkc a8a5e50d3a update opengl exporter to pass encoderptr along to exporter base class 2019-12-21 20:40:09 +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 57c0b93ba5 updated more classes for the moved decoder code a few commits back 2019-12-21 20:17:30 +11:00
itsmattkc eaedd23c83 set up encoder when setting up the exporter 2019-12-21 20:13:22 +11:00
itsmattkc 355baa893a cleaned opengl texture and framebuffer code
Minor code changes and improvements.
2019-12-21 20:08:20 +11:00
itsmattkc 401de26733 updated other classes for the previous commit's file moving 2019-12-21 20:07:14 +11:00
itsmattkc f93c20819b fixed incorrect algorithm in pixel converter 2019-12-21 20:04:44 +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 757aaa21c4 began exporter classes for handling render backends in an exporting context 2019-12-20 04:34:32 +11:00
itsmattkc 7844a2ed72 fixed race condition in appending to a list of exported cache references 2019-12-20 04:33:05 +11:00
itsmattkc 7a7d304268 use uuid for identifying viewers
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.
2019-12-20 04:32:17 +11:00
itsmattkc b308f753b3 with Block::set_length_and_* functions, keep the speeds correct
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.
2019-12-19 02:26:30 +11:00
itsmattkc 63086bc18d improved msvc warning compliance 2019-12-19 01:44:49 +11:00
itsmattkc 2c79edeb0f further improved msvc compilability 2019-12-18 23:35:02 +11:00
itsmattkc d1ace48ff9 started audio speed stretching 2019-12-18 22:38:34 +11:00
itsmattkc a0b6bb842d ColorManager is now specific to the Project
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.
2019-12-17 15:18:07 +11:00
itsmattkc 377e2316be completed color management implementation
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.
2019-12-16 16:46:15 +11:00
itsmattkc 4297cd92d6 fixed issue with accelerated node iterations
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.
2019-12-15 02:37:38 +11:00
itsmattkc 2067408273 use GL_CLAMP_TO_EDGE instead of GL_CLAMP_TO_BORDER
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.
2019-12-15 02:36:31 +11:00
itsmattkc 0b7782e129 added support for multiple node iterations
Optimizes various effects, particularly blurs.
2019-12-15 00:39:28 +11:00
itsmattkc ecfaa7b79d fixed bug where Node::InputTimeAdjustment isn't honored in footage retrieval
This bug broke frame retrieval from the decoder when the clip in point was
trimmed. This commit fixes it.
2019-12-14 23:17:21 +11:00
itsmattkc 526f07ba08 implemented demonstrative dip to black transition 2019-12-12 19:00:49 +11:00
itsmattkc 76c0399b75 implemented base transition support
While very much incomplete, transitions can now be created and will render
correctly.
2019-12-12 15:21:39 +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 f5d66436fa attempt to use fbo clear function 2019-12-10 21:32:21 +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 6ac33d8dc4 created simple texture cache object ready for implementation into the workers 2019-12-10 13:24:12 +11:00
itsmattkc 1f5ae6f9bd use mutexes to prevent threads from interfering with each other while sharing shaders 2019-12-10 01:45:39 +11:00
itsmattkc 92776b877d implement texture null check flag on shaders
Sets a flag if the texture being sent to the shader is null
2019-12-10 01:20:57 +11:00
itsmattkc c35a6d009d removed unnecessary debug messages 2019-12-10 00:57:28 +11:00
itsmattkc f46b1245c4 reduced the output of some nodes
Some nodes don't need to provide all their inputs merged as outputs.
2019-12-10 00:37:06 +11:00
itsmattkc 3dc563b697 removed double buffered textures
These functions never ended up getting used, and have the potential to become
confusing in implementation.
2019-12-09 23:59:00 +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