/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
***/
#include "renderer.h"
#include
#include
#include
#include
#include
#include "render/rendertypes.h"
#include "renderpath.h"
#include "rendererprobe.h"
RendererProcessor::RendererProcessor() :
started_(false),
width_(0),
height_(0),
caching_(false)
{
texture_input_ = new NodeInput("tex_in");
texture_input_->add_data_input(NodeInput::kTexture);
AddParameter(texture_input_);
texture_output_ = new NodeOutput("tex_out");
texture_output_->set_data_type(NodeInput::kTexture);
AddParameter(texture_output_);
}
QString RendererProcessor::Name()
{
return tr("Renderer");
}
QString RendererProcessor::Category()
{
return tr("Processor");
}
QString RendererProcessor::Description()
{
return tr("A multi-threaded OpenGL hardware-accelerated node compositor.");
}
QString RendererProcessor::id()
{
return "org.olivevideoeditor.Olive.renderervenus";
}
void RendererProcessor::SetCacheName(const QString &s)
{
cache_name_ = s;
cache_time_ = QDateTime::currentMSecsSinceEpoch();
GenerateCacheIDInternal();
}
void RendererProcessor::Process(const rational &time)
{
Q_UNUSED(time)
texture_output_->set_value(0);
if (!texture_input_->IsConnected()) {
// Nothing is connected - nothing to show or render
return;
}
if (cache_id_.isEmpty()) {
qWarning() << "RendererProcessor has no cache ID";
return;
}
if (timebase_.isNull()) {
qWarning() << "RendererProcessor has no timebase";
return;
}
// This Renderer node relies on a disk cache so this Process() function should be quite fast. Either it returns the
// cached frame or it returns nothing.
// Perhaps it should lookahead to load textures into VRAM in advance?
// Should it cache the final result or the result in an 8-bit image or a 16-bit intermediate image?
/*qDebug() << QString("Requesting %1/%2").arg(QString::number(time.numerator()), QString::number(time.denominator()));
if (cache_map_.contains(time)) {
qDebug() << " We have this frame!";
} else {
qDebug() << " No frame at this address";
cache_map_.insert(time, true);
}*/
// FIXME: Test code only
//GLuint tex = texture_input_->get_value(time).value();
//glReadPixels()
//texture_output_->set_value(tex);
// End test code
/*
// Ensure we have started
if (!started_) {
Start();
if (!started_) {
qWarning() << tr("An error occurred starting the Renderer node");
return;
}
}
*/
}
void RendererProcessor::Release()
{
Stop();
}
void RendererProcessor::InvalidateCache(const rational &start_range, const rational &end_range)
{
qDebug() << "[RendererProcessor] Cache invalidated between"
<< start_range.toDouble()
<< "and"
<< end_range.toDouble();
// FIXME: Snap start_range to timebase
for (rational r=start_range;r<=end_range;r+=timebase_) {
if (!cache_queue_.contains(r)) {
cache_queue_.append(r);
}
}
CacheNext();
Node::InvalidateCache(start_range, end_range);
}
void RendererProcessor::SetTimebase(const rational &timebase)
{
timebase_ = timebase;
timebase_dbl_ = timebase_.toDouble();
}
void RendererProcessor::SetParameters(const int &width,
const int &height,
const olive::PixelFormat &format,
const olive::RenderMode &mode)
{
// Since we're changing parameters, all the existing threads are invalid and must be removed. They will start again
// next time this Node has to process anything.
Stop();
// Set new parameters
width_ = width;
height_ = height;
format_ = format;
mode_ = mode;
// Regenerate the cache ID
GenerateCacheIDInternal();
}
void RendererProcessor::Start()
{
if (started_) {
return;
}
threads_.resize(QThread::idealThreadCount());
for (int i=0;i(width_, height_, format_, mode_);
threads_[i]->StartThread(QThread::HighPriority);
// Ensure this connection is "Queued" so that it always runs in this object's threaded rather than any of the
// other threads
connect(threads_[i].get(), SIGNAL(FinishedPath()), this, SLOT(ThreadCallback()), Qt::QueuedConnection);
}
started_ = true;
}
void RendererProcessor::Stop()
{
if (!started_) {
return;
}
started_ = false;
for (int i=0;iCancel();
}
threads_.clear();
}
void RendererProcessor::GenerateCacheIDInternal()
{
if (cache_name_.isEmpty() || width_ == 0 || height_ == 0) {
return;
}
// Generate an ID that is more or less guaranteed to be unique to this Sequence
QCryptographicHash hash(QCryptographicHash::Sha1);
hash.addData(cache_name_.toUtf8());
hash.addData(QString::number(cache_time_).toUtf8());
hash.addData(QString::number(width_).toUtf8());
hash.addData(QString::number(height_).toUtf8());
hash.addData(QString::number(format_).toUtf8());
QByteArray bytes = hash.result();
cache_id_ = bytes.toHex();
}
void RendererProcessor::CacheNext()
{
if (cache_queue_.isEmpty() || !texture_input_->IsConnected() || caching_) {
return;
}
// Make sure cache has started
Start();
rational time_to_cache = cache_queue_.takeFirst();
Node* node_to_cache = texture_input_->edges().first()->output()->parent();
// Run this probe in another thread
RenderPath path = RendererProbe::ProbeNode(node_to_cache, threads_.size(), time_to_cache);
cache_return_count_ = 0;
for (int i=0;iQueue(path.GetThreadPath(i), time_to_cache);
}
caching_ = true;
/*
bool caching = false;
// Look for a thread that's available
for (int i=0;iQueue(node_to_cache, time_to_cache)) {
// This thread is free and we've just taken control of it
caching = true;
break;
}
}
if (caching) {
cache_queue_.removeFirst();
qDebug() << "[RendererProcessor] Ready to cache" << time_to_cache.numerator() << "/" << time_to_cache.denominator();
}
*/
}
void RendererProcessor::ThreadCallback()
{
cache_return_count_++;
if (cache_return_count_ == threads_.size()) {
// Threads are all done now, time to proceed
caching_ = false;
CacheNext();
}
}
RendererThread* RendererProcessor::CurrentThread()
{
return dynamic_cast(QThread::currentThread());
}
RenderInstance *RendererProcessor::CurrentInstance()
{
RendererThread* thread = CurrentThread();
if (thread != nullptr) {
return thread->render_instance();
}
return nullptr;
}
NodeInput *RendererProcessor::texture_input()
{
return texture_input_;
}
NodeOutput *RendererProcessor::texture_output()
{
return texture_output_;
}