350 lines
11 KiB
C++
350 lines
11 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2021 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "traverser.h"
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#include "node.h"
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#include "render/job/footagejob.h"
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#include "render/rendermanager.h"
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namespace olive {
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NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const QString& output, const TimeRange &range)
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{
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NodeValueDatabase database;
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// We need to insert tables into the database for each input
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auto inputs = node->inputs_for_output(output);
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foreach (const QString& input, inputs) {
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if (IsCancelled()) {
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return NodeValueDatabase();
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}
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database.Insert(input, ProcessInput(node, input, range));
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}
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AddGlobalsToDatabase(database, range);
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return database;
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}
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int NodeTraverser::GetChannelCountFromJob(const GenerateJob &job)
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{
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switch (job.GetAlphaChannelRequired()) {
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case GenerateJob::kAlphaForceOn:
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return VideoParams::kRGBAChannelCount;
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case GenerateJob::kAlphaForceOff:
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return VideoParams::kRGBChannelCount;
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case GenerateJob::kAlphaAuto:
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for (auto it=job.GetValues().cbegin(); it!=job.GetValues().cend(); it++) {
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if (it.value().type() == NodeValue::kTexture) {
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TexturePtr tex = it.value().data().value<TexturePtr>();
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if (tex && tex->channel_count() == VideoParams::kRGBAChannelCount) {
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// An input texture has an alpha channel so assume we need one too
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return VideoParams::kRGBAChannelCount;
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}
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}
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}
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// No textures had alpha so assume we don't need one
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return VideoParams::kRGBChannelCount;
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}
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// Default fallback, should never get here
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return VideoParams::kRGBAChannelCount;
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}
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NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& input, const TimeRange& range)
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{
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// If input is connected, retrieve value directly
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if (node->IsInputConnected(input)) {
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TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range);
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// Value will equal something from the connected node, follow it
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return GenerateTable(node->GetConnectedOutput(input), adjusted_range);
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} else {
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// Store node
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QVariant return_val;
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bool is_array = node->InputIsArray(input);
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if (is_array) {
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// Value is an array, we will return a list of NodeValueTables
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QVector<NodeValueTable> array_tbl(node->InputArraySize(input));
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for (int i=0; i<array_tbl.size(); i++) {
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NodeValueTable& sub_tbl = array_tbl[i];
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TimeRange adjusted_range = node->InputTimeAdjustment(input, i, range);
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if (node->IsInputConnected(input, i)) {
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sub_tbl = GenerateTable(node->GetConnectedOutput(input, i), adjusted_range);
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} else {
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QVariant input_value = node->GetValueAtTime(input, adjusted_range.in(), i);
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sub_tbl.Push(node->GetInputDataType(input), input_value, node);
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}
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}
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return_val = QVariant::fromValue(array_tbl);
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} else {
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// Not connected or an array, just pull the immediate
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TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range);
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return_val = node->GetValueAtTime(input, adjusted_range.in());
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}
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NodeValueTable return_table;
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return_table.Push(node->GetInputDataType(input), return_val, node, is_array);
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return return_table;
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}
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}
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NodeValueTable NodeTraverser::GenerateTable(const Node *n, const QString& output, const TimeRange& range)
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{
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const Track* track = dynamic_cast<const Track*>(n);
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if (track) {
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// If the range is not wholly contained in this Block, we'll need to do some extra processing
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return GenerateBlockTable(track, range);
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}
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// FIXME: Cache certain values here if we've already processed them before
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// Generate database of input values of node
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NodeValueDatabase database = GenerateDatabase(n, output, range);
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// By this point, the node should have all the inputs it needs to render correctly
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NodeValueTable table = n->Value(output, database);
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PostProcessTable(n, output, range, table);
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return table;
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}
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NodeValueTable NodeTraverser::GenerateBlockTable(const Track *track, const TimeRange &range)
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{
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// By default, just follow the in point
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Block* active_block = track->BlockAtTime(range.in());
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NodeValueTable table;
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if (active_block) {
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table = GenerateTable(active_block, Track::TransformRangeForBlock(active_block, range));
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}
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return table;
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}
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QVariant NodeTraverser::ProcessVideoFootage(const FootageJob &stream, const rational &input_time)
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{
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Q_UNUSED(input_time)
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// Create dummy texture with footage params
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return QVariant::fromValue(std::make_shared<Texture>(stream.video_params()));
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}
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QVariant NodeTraverser::ProcessAudioFootage(const FootageJob& stream, const TimeRange &input_time)
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{
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Q_UNUSED(stream)
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Q_UNUSED(input_time)
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return QVariant();
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}
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QVariant NodeTraverser::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job)
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{
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Q_UNUSED(node)
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Q_UNUSED(range)
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Q_UNUSED(job)
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// Create dummy texture with sequence params
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VideoParams tex_params = video_params_;
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tex_params.set_channel_count(GetChannelCountFromJob(job));
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return QVariant::fromValue(std::make_shared<Texture>(tex_params));
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}
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QVariant NodeTraverser::ProcessSamples(const Node *node, const TimeRange &range, const SampleJob &job)
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{
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Q_UNUSED(node)
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Q_UNUSED(range)
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Q_UNUSED(job)
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return QVariant();
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}
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QVariant NodeTraverser::ProcessFrameGeneration(const Node *node, const GenerateJob &job)
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{
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Q_UNUSED(node)
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Q_UNUSED(job)
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// Create dummy texture with sequence params
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VideoParams tex_params = video_params_;
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tex_params.set_channel_count(GetChannelCountFromJob(job));
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return QVariant::fromValue(std::make_shared<Texture>(tex_params));
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}
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void NodeTraverser::SaveCachedTexture(const QByteArray &hash, const QVariant &texture)
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{
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Q_UNUSED(hash)
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Q_UNUSED(texture)
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}
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QVariant NodeTraverser::GetCachedTexture(const QByteArray& hash)
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{
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Q_UNUSED(hash)
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return QVariant();
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}
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void NodeTraverser::AddGlobalsToDatabase(NodeValueDatabase &db, const TimeRange& range) const
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{
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// Insert global variables
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NodeValueTable global;
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global.Push(NodeValue::kFloat, range.in().toDouble(), nullptr, false, QStringLiteral("time_in"));
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global.Push(NodeValue::kFloat, range.out().toDouble(), nullptr, false, QStringLiteral("time_out"));
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global.Push(NodeValue::kVec2, GenerateResolution(), nullptr, false, QStringLiteral("resolution"));
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db.Insert(QStringLiteral("global"), global);
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}
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QVector2D NodeTraverser::GenerateResolution() const
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{
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return QVector2D(video_params_.square_pixel_width(), video_params_.height());
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}
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void NodeTraverser::PostProcessTable(const Node *node, const QString& output, const TimeRange &range, NodeValueTable &output_params)
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{
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bool got_cached_frame = false;
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QByteArray cached_node_hash;
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// Convert footage to image/sample buffers
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if (CanCacheFrames() && node->GetCacheTextures()) {
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// This node is set to cache the result, see if we can retrieved a previously cached version
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cached_node_hash = RenderManager::Hash(node, output, GetCacheVideoParams(), range.in());
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QVariant cached_frame = GetCachedTexture(cached_node_hash);
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if (!cached_frame.isNull()) {
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output_params.Push(NodeValue::kTexture, cached_frame, node);
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// No more to do here
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got_cached_frame = true;
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}
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}
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// Strip out any jobs or footage
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QList<NodeValue> footage_jobs_to_run;
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QList<NodeValue> shader_jobs_to_run;
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QList<NodeValue> sample_jobs_to_run;
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QList<NodeValue> generate_jobs_to_run;
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for (int i=0; i<output_params.Count(); i++) {
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const NodeValue& v = output_params.at(i);
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QList<NodeValue>* take_this_value_list = nullptr;
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if (v.type() == NodeValue::kFootageJob) {
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take_this_value_list = &footage_jobs_to_run;
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} else if (v.type() == NodeValue::kShaderJob) {
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take_this_value_list = &shader_jobs_to_run;
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} else if (v.type() == NodeValue::kSampleJob) {
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take_this_value_list = &sample_jobs_to_run;
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} else if (v.type() == NodeValue::kGenerateJob) {
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take_this_value_list = &generate_jobs_to_run;
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}
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if (take_this_value_list) {
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take_this_value_list->append(output_params.TakeAt(i));
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i--;
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}
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}
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if (!got_cached_frame) {
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// Retrieve video frames
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foreach (const NodeValue& v, footage_jobs_to_run) {
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// Assume this is a VideoStream, we did a type check earlier in the function
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FootageJob job = v.data().value<FootageJob>();
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if (job.type() == Track::kVideo) {
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rational footage_time = Footage::AdjustTimeByLoopMode(range.in(), job.loop_mode(), job.length());
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if (!footage_time.isNaN()) {
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QVariant value = ProcessVideoFootage(job, footage_time);
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if (!value.isNull()) {
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output_params.Push(NodeValue::kTexture, value, node);
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}
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}
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}
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}
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// Run shaders
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foreach (const NodeValue& v, shader_jobs_to_run) {
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QVariant value = ProcessShader(node, range, v.data().value<ShaderJob>());
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if (!value.isNull()) {
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output_params.Push(NodeValue::kTexture, value, node);
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}
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}
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// Run generate jobs
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foreach (const NodeValue& v, generate_jobs_to_run) {
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QVariant value = ProcessFrameGeneration(node, v.data().value<GenerateJob>());
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if (!value.isNull()) {
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output_params.Push(NodeValue::kTexture, value, node);
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}
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}
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}
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// Retrieve audio samples
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foreach (const NodeValue& v, footage_jobs_to_run) {
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// Assume this is an AudioStream, we did a type check earlier in the function
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FootageJob job = v.data().value<FootageJob>();
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if (job.type() == Track::kAudio) {
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QVariant value = ProcessAudioFootage(job, range);
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if (!value.isNull()) {
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output_params.Push(NodeValue::kSamples, value, node);
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}
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}
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}
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// Run any accelerated shader jobs
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foreach (const NodeValue& v, sample_jobs_to_run) {
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QVariant value = ProcessSamples(node, range, v.data().value<SampleJob>());
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if (!value.isNull()) {
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output_params.Push(NodeValue::kSamples, value, node);
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}
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}
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if (CanCacheFrames() && node->GetCacheTextures() && !got_cached_frame) {
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// Save cached texture
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SaveCachedTexture(cached_node_hash, output_params.Get(NodeValue::kTexture));
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}
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}
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}
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