Commit Graph
79 Commits
Author SHA1 Message Date
itsmattkc 91f1be90a9 opengl: isolate all functions to one thread 2020-02-03 18:14:58 +11:00
itsmattkc 776cfd87c8 renderer: minor code improvements 2020-02-03 12:41:20 +11:00
itsmattkc caf0d3d42a renderer: minor code improvements 2020-02-03 01:29:03 +11:00
itsmattkc 24f7eeb210 renderer: implemented function to wait for workers in the main thread
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.
2020-01-22 17:11:17 +11:00
itsmattkc fdbaa75dff renderer: allow parameters to be changed mid-session 2020-01-22 14:05:37 +11:00
itsmattkc 28d0aecd0e openglcolorprocessor: delete texture when context is about to be destroyed 2020-01-20 16:09:29 +11:00
itsmattkc 562891c391 renderer: handle ffmpeg returning a zero aspect ratio
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
2020-01-20 04:07:42 +11:00
itsmattkc 1101b58ee8 allow setting of pixel format/ocio method/sample format in preferences
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.
2020-01-18 03:37:36 +11:00
itsmattkc 0bc176fd62 use less threads on cache
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.
2020-01-17 04:37:47 +11:00
itsmattkc 594b1a2b58 use sample aspect ratio correctly 2020-01-11 00:16:54 +11:00
itsmattkc ba94ea51cd read and utilize the aspect ratio metadata from video files 2020-01-11 00:08:16 +11:00
itsmattkc b697d2faec implemented settings for exporting ONLY video or ONLY audio 2020-01-08 02:59:30 +11:00
itsmattkc b8aabb7e01 updated exporter to work with new frame flow 2020-01-08 02:27:47 +11:00
itsmattkc 8358d7d221 moved progress calculations from openglworker to transitionblock
These functions are universal transition functions that have use outside of
the OpenGL workers.
2020-01-06 16:35:45 +11:00
itsmattkc db146b376a implemented core UI caching feedback functionality
Not a perfect implementation yet, but this shows UI feedback on what frames are
cached and which ones aren't.
2020-01-03 05:38:20 +11:00
itsmattkc f8839e74de ensure texture is not copied in one thread while it's read in another
This seems to cause issues in the rendering pipeline, so this commit never lets
a texture copy and read occur at the same time.
2020-01-02 06:00:21 +11:00
itsmattkc e6c47b14f4 implemented audio keyframing
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.
2019-12-30 20:14:45 +11:00
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 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 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 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 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 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 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 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 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