Files
oak-editor/app/render/backend/renderworker.cpp
T
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

154 lines
3.9 KiB
C++

#include "renderworker.h"
#include <QThread>
#include "node/block/block.h"
RenderWorker::RenderWorker(QObject *parent) :
QObject(parent),
started_(false)
{
}
bool RenderWorker::Init()
{
if (started_) {
return true;
}
if (!(started_ = InitInternal())) {
Close();
}
return started_;
}
void RenderWorker::Close()
{
CloseInternal();
decoder_cache_.Clear();
started_ = false;
}
void RenderWorker::Render(NodeDependency path, qint64 job_time)
{
emit CompletedCache(path, RenderInternal(path, job_time), job_time);
}
NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path, const qint64 &job_time)
{
Q_UNUSED(job_time)
return ProcessNode(path);
}
void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params)
{
Q_UNUSED(node)
Q_UNUSED(range)
Q_UNUSED(input_params)
Q_UNUSED(output_params)
}
StreamPtr RenderWorker::ResolveStreamFromInput(NodeInput *input)
{
return input->get_value_at_time(0).value<StreamPtr>();
}
DecoderPtr RenderWorker::ResolveDecoderFromInput(StreamPtr stream)
{
// Access a map of Node inputs and decoder instances and retrieve a frame!
DecoderPtr decoder = decoder_cache_.Get(stream.get());
if (decoder == nullptr && stream != nullptr) {
// Create a new Decoder here
decoder = Decoder::CreateFromID(stream->footage()->decoder());
decoder->set_stream(stream);
decoder_cache_.Add(stream.get(), decoder);
}
return decoder;
}
bool RenderWorker::IsStarted()
{
return started_;
}
NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
{
const Node* node = dep.node();
if (node->IsTrack()) {
// If the range is not wholly contained in this Block, we'll need to do some extra processing
return RenderBlock(static_cast<const TrackOutput*>(node), dep.range());
}
// FIXME: Cache certain values here if we've already processed them before
// Generate database of input values of node
NodeValueDatabase database = GenerateDatabase(node, dep.range());
// By this point, the node should have all the inputs it needs to render correctly
NodeValueTable table = node->Value(database);
// Check if we have a shader for this output
RunNodeAccelerated(node, dep.range(), database, &table);
return table;
}
NodeValueTable RenderWorker::ProcessInput(const NodeInput *input, const TimeRange& range)
{
if (input->IsConnected()) {
// Value will equal something from the connected node, follow it
return ProcessNode(NodeDependency(input->get_connected_node(),
range));
} else {
// Push onto the table the value at this time from the input
QVariant input_value = input->get_value_at_time(range.in());
NodeValueTable table;
table.Push(input->data_type(), input_value);
return table;
}
}
NodeValueDatabase RenderWorker::GenerateDatabase(const Node* node, const TimeRange &range)
{
NodeValueDatabase database;
// We need to insert tables into the database for each input
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
TimeRange input_time = node->InputTimeAdjustment(input, range);
NodeValueTable table = ProcessInput(input, input_time);
// Exception for Footage types where we actually retrieve some Footage data from a decoder
if (input->data_type() == NodeParam::kFootage) {
StreamPtr stream = ResolveStreamFromInput(input);
if (stream) {
DecoderPtr decoder = ResolveDecoderFromInput(stream);
if (decoder) {
FramePtr frame = RetrieveFromDecoder(decoder, input_time);
if (frame) {
FrameToValue(stream, frame, &table);
}
}
}
}
database.Insert(input, table);
}
}
return database;
}