Commit Graph
53 Commits
Author SHA1 Message Date
itsmattkc 644dd2df30 renderer: fixed bug that would hang exports after 1 x (cores) frames
were exported
2020-03-03 01:49:37 +11:00
itsmattkc 15ac7f0e9d renderer: removed old signal that isn't used anymore 2020-02-28 15:49:02 +11:00
itsmattkc f9a54ebdb6 renderer: remove frames from hash map as well when the diskmanager deletes
them
2020-02-27 17:46:49 +11:00
itsmattkc 02ce48d0c6 various: pixel optimizations
Several things are accomplished in this commit, including:

- Use OIIO instead of our own functions for pixel format conversions
  (cleaner code/less for us to maintain)

- Fold all PixelService functions into the PixelFormat class
  (cleaner code)

- Moved OpenGL pixel definitions to OpenGL classes and out of the
  global classes.

- Add support for RGB buffers as well as RGBA (optimization)
2020-02-27 13:54:38 +11:00
itsmattkc 78daf9e28a exporter: updated exporter to function with new render system 2020-02-25 20:03:15 +11:00
itsmattkc 054281596e videorenderer: use qmutexlocker in more cases
Minor code cleanup.
2020-02-20 17:48:28 +11:00
itsmattkc ceb70a1870 viewer: use internal texture to allow viewer to control texture as part of its
context

More intuitive code flow and allows the user to undock the viewer (which
forcibly destroys and recreates the context) and the viewer will handle
creation of the new texture in said new context.
2020-02-16 18:24:49 +11:00
itsmattkc 5e5be50959 cmake: find OSL 2020-02-08 00:14:13 +11:00
itsmattkc 1e71c0e7f5 oslbackend: began new backend classes 2020-02-05 14:49:55 +11:00
itsmattkc 91f1be90a9 opengl: isolate all functions to one thread 2020-02-03 18:14:58 +11:00
itsmattkc caf0d3d42a renderer: minor code improvements 2020-02-03 01:29:03 +11:00
itsmattkc 8b0c7edfec OIIO: added support for OIIO 1.x
OIIO 2.x uses std::unique_ptr while 1.x uses raw pointers. Olive can now handle
both, manually destroying the raw pointers when necessary if running on OIIO
1.x.
2020-01-26 11:33:45 +11:00
itsmattkc 3f85ce8a7a diskmanager: clearing disk cache at runtime will correctly signal renderers
Clearing the disk cache in the preferences will correctly communicate to
renderers that those frames are now deleted.
2020-01-25 12:18:46 +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 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 e6b45c75c3 fixed bug where scrubbed frames would be cached but not committed to the hashmap 2020-01-17 18:13:49 +11:00
itsmattkc 3c139b8274 fixed bug where deleting clips in currently caching sequences would fail to
cache when something took its place
2020-01-17 14:12:13 +11:00
itsmattkc 1c5d55012b video renderer will always render frames closest to the playhead first
A few commits ago, the render behavior was changed to only render within a
user-specified range of the playhead. This works well, but it would still
render from the start of the range (usually before the playhead) to the end,
meaning it couldn't keep up with the playhead as well as it should. This
commit prioritizes frames close to the playhead and renders outwards to
address this.
2020-01-12 01:14:56 +11:00
itsmattkc d32306f88b only disk cache around the playhead 2020-01-10 20:35:48 +11:00
itsmattkc 362cb9daef made auto-deleting cache on close an option
Previously we had no disk management whatsoever, so we cleared the cache on
every close just to prevent clogging up tester disk space. Now that we are
implementing disk management, there are better things to do on close regarding
disk cache. However, some users may still wish for the app to delete the cache
on close, so it's provided as an option.
2020-01-09 21:00:04 +11:00
itsmattkc b8aabb7e01 updated exporter to work with new frame flow 2020-01-08 02:27:47 +11:00
itsmattkc 3a8a509f1a clear frame caches and renderers if the viewer node is ever changed
Clears the state if a viewer node is disconnected.
2020-01-03 21:17:20 +11:00
itsmattkc 7f796bd99f revised video renderer's invalidate cache to use ranges rather than discrete
frames

Previously, when the video renderer received a dirty cache signal, it would
proceed to extract all frames from the range and queue them. However, this could
be extremely slow for long ranges since it had to iterate through the entire
range and calculate the individual frames it contained. Now, we use the same
range combining system as audio and automatically calculate the next frame
within the range only when necessary. Essentially the same work, but split up
over time and done only when needed leading to no discernible UI pause when
invalidating cache.
2020-01-03 15:50:43 +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 31af04fc6c minor render pipeline improvements
Simple flow improvements of the rendering pipeline for efficiency and
reliability.
2020-01-02 06:01:23 +11:00
itsmattkc e8fddc2d5b improved renderer reliability
The renderer backend can now distinguish between jobs. Previously if two jobs
of the same frame were started (which is legal if the user made a change while
frames were still being rendered), an earlier job in some situations could
finish AFTER a later job, and the backend would have no way of distinguishing
between them. This meant a frame could be erroneously set to an old value
rather than the newest. This commit introduces job identification so that old
jobs are automatically discarded.
2020-01-02 03:21:38 +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 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 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 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 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 f5d66436fa attempt to use fbo clear function 2019-12-10 21:32:21 +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 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 694f424627 finished conforming renderers to new node structure
Stateless node system is done! Functionality is about equal to the functionality
in master meaning this is ready for merging.
2019-12-06 03:43:24 +11:00
itsmattkc 50f7fac156 fixed signal/slot connections which had been renamed and weren't resolving 2019-12-06 00:43:51 +11:00
itsmattkc 6a27161e96 set params on workers when a backend's params change
Previous iteration had params attached to the backend and the params couldn't
change without being destroyed and re-instantiated. This is not necessary in
this iteration so doing so only wastes resources.
2019-11-23 22:28:06 +09:00
itsmattkc 44d649903c copy values whenever the cache is invalidated
Since we're now working with a separate proxy copy of the original node graph,
if the user changes a parameter in one of those nodes (triggering an
InvalidateCache signal), the values in our copied graph need to be updated
with these new values too.
2019-11-23 17:06:49 +09:00
itsmattkc 2cfccbfbef copy node graph before rendering
Previous iterations would use mutexes to prevent changing of the graph
mid-render, however several user actions would need to capture these mutexes
causing the main thread to hang until the current render job (frame/range of
samples) was complete. We now copy the nodes necessary as part of the "compile"
process so that the main thread shouldn't need nearly as much blocking while
caching occurs.
2019-11-23 08:53:52 +09:00
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 9d154e1909 use different signals when the audio invalidates vs the video
Both audio and video renderers were working off the same invalidation signal
(i.e. changing audio would also trigger a re-render of the video). This is
obviously suboptimal and now they are separate.
2019-11-17 13:44:50 +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 1206eb73b9 moved frame cache to external class that's easier to pass around 2019-11-06 23:46:44 +11:00
itsmattkc 97a4294bb3 refactoring work to improve issues with new rendering pipeline 2019-11-04 11:34:43 +11:00
itsmattkc 663ae56ac4 more coherent render threading for now
Once again, conceptually this system should work, however it does not seem to
be the most efficient and it wouldn't surprise me if the multithreading was
eventually upgraded to an even more coherent system one day. However for
"core principles" this should be fairly decent.
2019-11-03 04:05:43 +11:00
itsmattkc 429514b1fd separation of previous renderer into base and derivation complete
The previous iteration was fairly OpenGL-heavy. It's now been separated into
a base class that is OpenGL independent and a derived class that is
OpenGL-based. Over time this should allow for portability away from OpenGL
if necessary.
2019-11-01 12:58:38 +11:00
itsmattkc b56fbaae51 began port of previous renderer iteration to new iteration
This will essentially be a full rewrite, but very incrementally to save time
and energy.
2019-10-31 21:59:20 +11:00