/*** Olive - Non-Linear Video Editor Copyright (C) 2021 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 "traverser.h" #include "node.h" #include "render/job/footagejob.h" #include "render/rendermanager.h" namespace olive { NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const TimeRange &range) { NodeValueDatabase database; // We need to insert tables into the database for each input foreach (const QString& input, node->inputs()) { if (IsCancelled()) { return NodeValueDatabase(); } database.Insert(input, ProcessInput(node, input, range)); } return database; } NodeValueRow NodeTraverser::GenerateRow(NodeValueDatabase *database, const Node *node, const TimeRange &range) { // Generate row NodeValueRow row; for (auto it=database->begin(); it!=database->end(); it++) { // Get hint for which value should be pulled NodeValue value = GenerateRowValue(node, it.key(), &it.value()); row.insert(it.key(), value); } return row; } NodeValueRow NodeTraverser::GenerateRow(const Node *node, const TimeRange &range) { // Generate database of input values of node NodeValueDatabase database = GenerateDatabase(node, range); return GenerateRow(&database, node, range); } NodeValue NodeTraverser::GenerateRowValue(const Node *node, const QString &input, NodeValueTable *table) { NodeValue value = GenerateRowValueElement(node, input, -1, table); if (value.array()) { // Resolve each element of array QVector tables = value.data().value >(); QVector output(tables.size()); for (int i=0; iGetValueHintForInput(input, element), node->GetInputDataType(input), table); } NodeValue NodeTraverser::GenerateRowValueElement(const Node::ValueHint &hint, NodeValue::Type preferred_type, NodeValueTable *table) { int value_index = GenerateRowValueElementIndex(hint, preferred_type, table); if (value_index == -1) { // If value was -1, try getting the last value value_index = table->Count() - 1; } if (value_index == -1) { // If value is still -1, assume the table is empty and return nothing return NodeValue(); } return table->TakeAt(value_index); } int NodeTraverser::GenerateRowValueElementIndex(const Node::ValueHint &hint, NodeValue::Type preferred_type, const NodeValueTable *table) { QVector types = hint.types(); if (types.isEmpty()) { types.append(preferred_type); } if (hint.index() == -1) { // Get most recent value with this type and tag return table->GetValueIndex(types, hint.tag()); } else { // Try to find value at this index int index = table->Count() - 1 - hint.index(); int diff = 0; while (index + diff < table->Count() && index - diff >= 0) { if (index + diff < table->Count() && types.contains(table->at(index + diff).type())) { return index + diff; } if (index - diff >= 0 && types.contains(table->at(index - diff).type())) { return index - diff; } diff++; } return -1; } } int NodeTraverser::GenerateRowValueElementIndex(const Node *node, const QString &input, int element, const NodeValueTable *table) { return GenerateRowValueElementIndex(node->GetValueHintForInput(input, element), node->GetInputDataType(input), table); } NodeGlobals NodeTraverser::GenerateGlobals(const VideoParams ¶ms, const TimeRange &time) { return NodeGlobals(QVector2D(params.width(), params.height()), params.pixel_aspect_ratio(), time); } int NodeTraverser::GetChannelCountFromJob(const GenerateJob &job) { int max_channel_count = 0; // Find maximum channel count for (auto it=job.GetValues().cbegin(); it!=job.GetValues().cend(); it++) { if (it.value().type() == NodeValue::kTexture) { TexturePtr tex = it.value().data().value(); if (tex) { max_channel_count = qMax(max_channel_count, tex->channel_count()); } } } if (max_channel_count == 0) { max_channel_count = VideoParams::kRGBChannelCount; } switch (job.GetAlphaChannelRequired()) { case GenerateJob::kAlphaForceOn: return VideoParams::kRGBAChannelCount; case GenerateJob::kAlphaForceOff: if (max_channel_count >= 1 && max_channel_count < VideoParams::kRGBChannelCount) { return max_channel_count; } else { return VideoParams::kRGBChannelCount; } case GenerateJob::kAlphaAuto: return max_channel_count; } // Default fallback, should never get here return VideoParams::kRGBAChannelCount; } NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& input, const TimeRange& range) { // If input is connected, retrieve value directly if (node->IsInputConnected(input)) { TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range); // Value will equal something from the connected node, follow it return GenerateTable(node->GetConnectedOutput(input), node->GetValueHintForInput(input), adjusted_range); } else { // Store node QVariant return_val; bool is_array = node->InputIsArray(input); if (is_array) { // Value is an array, we will return a list of NodeValueTables QVector array_tbl(node->InputArraySize(input)); for (int i=0; iInputTimeAdjustment(input, i, range); if (node->IsInputConnected(input, i)) { sub_tbl = GenerateTable(node->GetConnectedOutput(input, i), node->GetValueHintForInput(input, i), adjusted_range); } else { QVariant input_value = node->GetValueAtTime(input, adjusted_range.in(), i); sub_tbl.Push(node->GetInputDataType(input), input_value, node); } } return_val = QVariant::fromValue(array_tbl); } else { // Not connected or an array, just pull the immediate TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range); return_val = node->GetValueAtTime(input, adjusted_range.in()); } NodeValueTable return_table; return_table.Push(node->GetInputDataType(input), return_val, node, is_array); return return_table; } } NodeTraverser::NodeTraverser() : cancel_(nullptr) { } NodeValueTable NodeTraverser::GenerateTable(const Node *n, const Node::ValueHint &hint, const TimeRange& range) { const Track* track = dynamic_cast(n); if (track) { // If the range is not wholly contained in this Block, we'll need to do some extra processing return GenerateBlockTable(track, range); } // FIXME: Cache certain values here if we've already processed them before // Generate row for node NodeValueDatabase database = GenerateDatabase(n, range); NodeValueRow row = GenerateRow(&database, n, range); //qDebug() << "FIXME: Implement pre-process of row"; // Generate output table NodeValueTable table = database.Merge(); // By this point, the node should have all the inputs it needs to render correctly n->Value(row, GenerateGlobals(video_params_, range), &table); // Post-process table PostProcessTable(n, hint, range, table); return table; } NodeValueTable NodeTraverser::GenerateBlockTable(const Track *track, const TimeRange &range) { // By default, just follow the in point Block* active_block = track->BlockAtTime(range.in()); NodeValueTable table; if (active_block) { table = GenerateTable(active_block, track->GetValueHintForInput(Track::kBlockInput, track->GetArrayIndexFromBlock(active_block)), Track::TransformRangeForBlock(active_block, range)); } return table; } TexturePtr NodeTraverser::ProcessVideoFootage(const FootageJob &stream, const rational &input_time) { Q_UNUSED(input_time) // Create dummy texture with footage params return CreateDummyTexture(stream.video_params()); } SampleBufferPtr NodeTraverser::ProcessAudioFootage(const FootageJob& stream, const TimeRange &input_time) { Q_UNUSED(stream) Q_UNUSED(input_time) return SampleBuffer::Create(); } TexturePtr NodeTraverser::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job) { Q_UNUSED(node) Q_UNUSED(range) Q_UNUSED(job) // Create dummy texture with sequence params VideoParams tex_params = video_params_; tex_params.set_channel_count(GetChannelCountFromJob(job)); return CreateDummyTexture(tex_params); } TexturePtr NodeTraverser::ProcessColorTransform(const Node *node, const ColorTransformJob &job) { Q_UNUSED(node) return CreateDummyTexture(job.GetInputTexture()->params()); } SampleBufferPtr NodeTraverser::ProcessSamples(const Node *node, const TimeRange &range, const SampleJob &job) { Q_UNUSED(node) Q_UNUSED(range) Q_UNUSED(job) return SampleBuffer::Create(); } TexturePtr NodeTraverser::ProcessFrameGeneration(const Node *node, const GenerateJob &job) { Q_UNUSED(node) Q_UNUSED(job) // Create dummy texture with sequence params VideoParams tex_params = video_params_; tex_params.set_channel_count(GetChannelCountFromJob(job)); return CreateDummyTexture(tex_params); } void NodeTraverser::SaveCachedTexture(const QByteArray &hash, TexturePtr texture) { Q_UNUSED(hash) Q_UNUSED(texture) } TexturePtr NodeTraverser::GetCachedTexture(const QByteArray& hash) { Q_UNUSED(hash) return nullptr; } QVector2D NodeTraverser::GenerateResolution() const { return QVector2D(video_params_.square_pixel_width(), video_params_.height()); } void NodeTraverser::PostProcessTable(const Node *node, const Node::ValueHint &hint, const TimeRange &range, NodeValueTable &output_params) { bool got_cached_frame = false; QByteArray cached_node_hash; // Convert footage to image/sample buffers /*if (CanCacheFrames() && node->GetCacheTextures()) { // This node is set to cache the result, see if we can retrieved a previously cached version cached_node_hash = RenderManager::Hash(node, hint, GetCacheVideoParams(), range.in()); TexturePtr cached_frame = GetCachedTexture(cached_node_hash); if (cached_frame) { output_params.Push(NodeValue::kTexture, QVariant::fromValue(cached_frame), node); // No more to do here got_cached_frame = true; } }*/ // Strip out any jobs or footage QList footage_jobs_to_run; QList shader_jobs_to_run; QList sample_jobs_to_run; QList generate_jobs_to_run; QList color_transform_jobs_to_run; for (int i=0; i* take_this_value_list = nullptr; if (v.type() == NodeValue::kFootageJob) { take_this_value_list = &footage_jobs_to_run; } else if (v.type() == NodeValue::kShaderJob) { take_this_value_list = &shader_jobs_to_run; } else if (v.type() == NodeValue::kSampleJob) { take_this_value_list = &sample_jobs_to_run; } else if (v.type() == NodeValue::kGenerateJob) { take_this_value_list = &generate_jobs_to_run; } else if (v.type() == NodeValue::kColorTransformJob) { take_this_value_list = &color_transform_jobs_to_run; } if (take_this_value_list) { take_this_value_list->append(output_params.TakeAt(i)); i--; } } if (!got_cached_frame) { // Retrieve video frames foreach (const NodeValue& v, footage_jobs_to_run) { // Assume this is a VideoStream, we did a type check earlier in the function FootageJob job = v.data().value(); if (job.type() == Track::kVideo) { rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), job.loop_mode(), job.length(), job.video_params().video_type(), job.video_params().frame_rate_as_time_base()); if (footage_time.isNaN()) { // Push dummy texture output_params.Push(NodeValue::kTexture, QVariant::fromValue(CreateDummyTexture(job.video_params())), node, v.array(), v.tag()); } else { output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessVideoFootage(job, footage_time)), node, v.array(), v.tag()); } } } // Run shaders foreach (const NodeValue& v, shader_jobs_to_run) { output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessShader(node, range, v.data().value())), node, v.array(), v.tag()); } // Run color transforms foreach (const NodeValue& v, color_transform_jobs_to_run) { output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessColorTransform(node, v.data().value())), node, v.array(), v.tag()); } // Run generate jobs foreach (const NodeValue& v, generate_jobs_to_run) { output_params.Push(NodeValue::kTexture, QVariant::fromValue(ProcessFrameGeneration(node, v.data().value())), node, v.array(), v.tag()); } } // Retrieve audio samples foreach (const NodeValue& v, footage_jobs_to_run) { // Assume this is an AudioStream, we did a type check earlier in the function FootageJob job = v.data().value(); if (job.type() == Track::kAudio) { output_params.Push(NodeValue::kSamples, QVariant::fromValue(ProcessAudioFootage(job, range)), node, v.array(), v.tag()); } } // Run any accelerated shader jobs foreach (const NodeValue& v, sample_jobs_to_run) { output_params.Push(NodeValue::kSamples, QVariant::fromValue(ProcessSamples(node, range, v.data().value())), node, v.array(), v.tag()); } if (CanCacheFrames() && node->GetCacheTextures() && !got_cached_frame) { // Save cached texture SaveCachedTexture(cached_node_hash, output_params.Get(NodeValue::kTexture).value()); } } TexturePtr NodeTraverser::CreateDummyTexture(const VideoParams &p) { return std::make_shared(p); } }