Commit Graph
16 Commits
Author SHA1 Message Date
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 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
itsmattkc 33f73e0e90 reimplemented color management and alpha association in new renderer system
Color management is now as functional as it was before.
2019-12-06 13:33:53 +11:00
itsmattkc d25dda5275 removed all dependence on NodeOutputs
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
2019-12-06 00:23:26 +11:00
itsmattkc f424d8b44e rewrote renderers where necessary for new node structure
Largely conforming renderers to new NodeValue system. Code seems a lot cleaner
this way which is a nice advantage. Likely non-functional as this won't
compile just yet and still needs probably another day or two of testing to get
it back to where it was before.
2019-12-05 03:53:52 +11:00
itsmattkc 88c3bd44a5 rewrote node data types as or flags
The data types can now be or'd to match broader data types.
2019-12-04 20:26:43 +11:00
itsmattkc 092d76f41a disambiguated whether NodeParam::parent() would return a Node* or a QObject*
Old code assumes that a NodeParam's parent will always be a Node. The function
has been separated off and tweaked in the event that this is not the case.
2019-11-30 23:58:56 +11:00
itsmattkc 87394f0c2a conformed renderworkers to new decoder retrieval functions 2019-11-30 02:52:11 +11:00
itsmattkc 7385e3dc56 fixes jitters by using signals/slots to pass image buffers around
Updating values rapidly would cause strange jitters as a
byproduct of the viewer trying to update from the renderer while
it was still working. Rather than the viewer trying to access the
the renderer, we now send textures in the initial update signal
to keep everything synchronized.
2019-11-18 02:14:54 +09:00
itsmattkc 51439c2992 removed extraneous debug line 2019-11-17 13:49:23 +09:00
itsmattkc 40b3879440 overhauled render classes to support video AND audio
Major refactoring work to try sharing as much code as possible between the
video renderers and audio renderers, as well as make them as
platform-independent as possible.
2019-11-15 13:50:58 +09:00
itsmattkc 7a6dd02e5b furthered development of audio renderers
Mostly reimplementing functions from other workers to produce audio samples
2019-11-11 11:35:01 +09:00
itsmattkc 3b224c7638 multithreaded download and files that probably should have been in the last
commit

For testing the new iteration, the texture cache disk download was written
into the main thread instead of into the separate threads. Now they're back
in separate threads again.

Also I think some of these files probably should have been in the previous
commit.
2019-11-06 09:14:20 +11:00
itsmattkc 6de976c19f worked through new renderer worker annd split it off into gl and non-gl
specific code

The new rendering system is now starting to work as planned, however it is
still not as complete as the iteration before. But this should be a more
robust design moving forward. Work was also done towards splitting off all
OpenGL-specific worker code into a derived class. The hope is to have no
hard dependency on OpenGL and make swapping it out with other backends
straight-forward.
2019-11-05 03:39:56 +11:00