itsmattkc
65ccac1dfe
renderer: fixed bug that would render frames even after hash matching
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Also enables the -Wshadow GCC warning to warn against the code bug that
caused this issue (and has caused other issues like it in the past).
2020-06-19 20:25:05 +10:00
itsmattkc
b2a3cede2c
renderer: re-use the same opengl instance for all background rendering
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Previously the OpenGL instance was tied to each render/cache task,
creating and destroying it each time one started and stopped. This was
completely unnecessary since the instance holds no state and can be
shared by all of the render tasks without having to expensively start
a new one.
2020-06-19 17:06:14 +10:00
itsmattkc
5c5f09a20c
renderer: added generate job
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For nodes that produce an image on the CPU before sending it to the GPU.
2020-06-13 03:01:23 +10:00
itsmattkc
af5097bf5f
nodes: revert shader ID to string
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Much easier to manage this way and fixes a compile issue on several
platforms.
2020-06-12 16:02:29 +10:00
itsmattkc
955d4ce910
opengl: clear ping-pong texture before blitting to it
2020-06-12 03:44:43 +10:00
itsmattkc
dd7af0e6bd
nodes: minor overhaul to functionality
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The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
2020-06-12 00:54:15 +10:00
itsmattkc
ccf5d4cece
audiovisualwaveform: detect if the start index exceeds the buffer sample count
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Fixes segfault.
2020-06-11 21:24:50 +10:00
itsmattkc
71ec148e76
renderer: moved all shader code into one solidified function
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Makes texture-based optimizations easier when they're all in one place.
2020-06-10 01:54:02 +10:00
itsmattkc
2fc1ccebf7
openglproxy: implemented extra function for loading pre-cached frames into textures
2020-06-09 02:35:41 +10:00
itsmattkc
9095dfa463
project: replaced proxy with pre-cache
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Removed proxy task and replaced with a true honest-to-god pre-cache for
footage. This footage is pre-cached to a sequence and therefore 100% ready
for use in it once the task is done.
2020-06-08 23:17:51 +10:00
itsmattkc
430561e2ac
sequence: made divider a sequence parameter rather than a viewer parameter
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Doing this makes the preview resolution an explicit project setting rather
than a temporary UI setting. This will allow more consistency when caching.
2020-06-08 14:41:35 +10:00
itsmattkc
a0dec75f2b
renderer: ensure offscreen surface is created in main thread
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Fixes render crash on some platforms.
2020-05-27 04:05:01 +10:00
itsmattkc
87e7564222
cache: heavily reworked exporting for new system
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Also cleans up cache in general and moves it to the Task infrastructure.
2020-05-19 23:35:17 +10:00
itsmattkc
127ebbe359
Merge branch 'master' into cacheondemandtake1
2020-05-18 13:46:35 +10:00
itsmattkc
3518a10230
opengl: added another bilt override for custom coordinates and mode
2020-05-18 13:41:11 +10:00
itsmattkc
814bbe8c22
fixed various segfaults in decoder and renderer
2020-05-18 02:40:58 +10:00
itsmattkc
8795e51452
renderer: massive overhaul to move to a vastly simplified threading system
2020-05-15 00:52:45 +10:00
itsmattkc
ef6aa18fe1
further progress on first attempt
2020-05-14 16:47:01 +10:00
itsmattkc
863ae1b913
a first attempt at a new render system
2020-05-14 14:43:03 +10:00
itsmattkc
65705d580d
renderer: keep frames in vram while paused
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Saves some GPU cycles when adjusting parameters.
2020-05-08 00:32:02 +10:00
itsmattkc
c387ce1cd7
polygon node: early crude implementation
2020-05-05 00:22:49 +10:00
itsmattkc
2b1640ac04
frame/texture: use dividers when allocating buffers
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Allows render pipeline to know the "real" and "simulated" resolution of a
divided buffer.
2020-05-04 01:08:46 +10:00
itsmattkc
403a8a8656
ocio: change lut edge size to 64 instead of 32
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Doesn't "solve" the white inaccuracy issue, but does mitigate it somewhat. Also
improves accuracy across the board.
2020-05-03 03:14:38 +10:00
itsmattkc
4906bb7d53
scopes: don't use shared context
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OpenGL shared contexts (through Qt at least) seem to be buggy. Scopes have been
shifted to a non-shared approach as a result.
2020-04-28 17:08:52 +10:00
itsmattkc
ac3f49a845
nodes: moved matrix input on "video input" elsewhere
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Rather than plugging a matrix into the video input node, the matrix is now
multiplied by the video input using a math node. This is probably more
sensible from a user perspective.
This also means the renderer is tolerant of texture sizes that are not equal
to the sequence size, however most nodes will downsample the texture to the
sequence size (and if not, it will be downsampled once it is cached). Textures
will still *always* be in reference space and the sequence's format. This seems
like the best compromise between backend and frontend congruity.
2020-04-27 04:11:24 +10:00
itsmattkc
53ae25a7cb
nodes: optimize node graph changes by only updating from inputs that changed
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A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
2020-04-26 04:16:15 +10:00
itsmattkc
c7de93cc5d
viewer/opengl: minor code improvements
2020-04-24 15:14:20 +10:00
itsmattkc
8c44f8d03d
viewer/various: split off color management into separate base class
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Also moves scopes to said base class.
2020-04-24 03:45:07 +10:00
itsmattkc
3eb966cb5b
openglshader: fixed ocio opengl incompatibility
2020-04-24 00:19:25 +10:00
itsmattkc
c4fe5786a3
openglshader: fixed ocio opengl incompatibility
2020-04-23 23:43:29 +10:00
itsmattkc
8d66989de3
Merge branch 'glsl-150' of https://github.com/Simran-B/olive into Simran-B-glsl-150
2020-04-23 22:37:39 +10:00
itsmattkc
48b5d9ca60
openglshader: upload ocio lut immediately
2020-04-23 22:36:05 +10:00
itsmattkc
9e04728c12
openglshader: minor code tidiness
2020-04-23 21:20:51 +10:00
itsmattkc
fef29db754
export: fixed bug that failed to export video if using a different export resolution
2020-04-23 02:00:49 +10:00
itsmattkc
6c1e90665f
colormanagement: moved from passing DVL strings everywhere to a consolidated ColorTransform struct
2020-04-23 01:17:58 +10:00
itsmattkc
361a986b79
renderer: added path for generating resized frames from textures
2020-04-22 22:58:00 +10:00
Simran Brucherseifer
5da9848de7
Upgrade shaders from GLSL 110 to 150 (OpenGL 3.2)
2020-04-22 11:28:33 +02:00
itsmattkc
c9e797abdf
various: conformed frame usages to respect stride
2020-04-22 15:54:47 +10:00
itsmattkc
0a9ad8f235
opengltexture: implemented linesize fields whenever uploading data to a texture
2020-04-22 15:23:29 +10:00
itsmattkc
c8da59a45e
opengltexture: align all data to 16
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Fixes crash if frame is not aligned to 16. This should probably
be folded into the Frame class itself at some point.
2020-04-22 15:08:36 +10:00
itsmattkc
38fcad6a3f
cache: fixed signalling issue where changing default input didn't update the cache
2020-04-21 23:48:26 +10:00
itsmattkc
d3b71e6576
nodes: color management when setting color parameters is now preserved
2020-04-18 17:43:37 +10:00
itsmattkc
2f80be437a
node: fixed issue with "taking" values from input tables
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As opposed to simply leaving all values in the table, nodes can now "take"
values that they use to free up memory (e.g. "taking" input buffers if they're
used to produce an output buffer).
This is a fairly large change, expect regressions.
2020-04-16 23:12:05 +10:00
itsmattkc
32969d2403
colordialog: updated to show input/reference/display values
2020-04-15 18:11:46 +10:00
itsmattkc
a0a7d106dc
mathnode: implemented add/subtract/multiply/divide/power functions
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Includes implementing combobox UI for the NodeParamViewWidgetBridge.
2020-04-15 01:52:24 +10:00
itsmattkc
2eb03bf386
various: removed constructor.h include
2020-04-14 00:53:25 +10:00
itsmattkc
a8fbe686e2
openglrenderer: retrieve frame in each worker thread rather than in the proxy thread
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Since we now have decoders in each thread, we can parallelize by retrieving
frames in each thread as well.
2020-04-11 17:37:00 +10:00
itsmattkc
0c3ce03348
renderer: use a dedicated decoder per thread
2020-04-11 13:18:31 +10:00
itsmattkc
1aa87cbda6
various: encapsulate all code in the olive namespace to avoid name collisions
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Large-scale code cleanup. Also adds a license to the top of all files that were
missing it.
2020-04-06 15:29:53 +10:00
itsmattkc
626c50477c
renderer: set null value on shader if no value was found in the table
2020-04-04 19:28:38 +11:00