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

173 lines
4.2 KiB
C++

#include "renderworker.h"
#include <QThread>
#include "node/block/block.h"
RenderWorker::RenderWorker(DecoderCache *decoder_cache, QObject *parent) :
QObject(parent),
working_(0),
started_(false),
decoder_cache_(decoder_cache)
{
}
bool RenderWorker::IsAvailable()
{
return (working_ == 0);
}
bool RenderWorker::Init()
{
if (started_) {
return true;
}
if (!(started_ = InitInternal())) {
Close();
}
return started_;
}
void RenderWorker::Close()
{
CloseInternal();
started_ = false;
}
void RenderWorker::Render(NodeDependency path)
{
emit CompletedCache(path, RenderInternal(path));
}
NodeValueTable RenderWorker::RenderAsSibling(NodeDependency dep)
{
Node* node = dep.node();
QList<NodeInput*> connected_inputs;
NodeValueTable value;
// Set working state
working_++;
// Firstly we check if this node is a "Block", if it is that means it's part of a linked list of mutually exclusive
// nodes based on time and we might need to locate which Block to attach to
if (node->IsTrack()) {
// If the range is not wholly contained in this Block, we'll need to do some extra processing
value = RenderBlock(static_cast<TrackOutput*>(node), dep.range());
} else {
value = ProcessNodeNormally(NodeDependency(node, dep.range()));
}
// We're done!
// End this working state
working_--;
return value;
}
DecoderCache *RenderWorker::decoder_cache()
{
return decoder_cache_;
}
NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
{
return RenderAsSibling(path);
}
bool RenderWorker::OutputIsAccelerated(Node *output)
{
Q_UNUSED(output)
return false;
}
void RenderWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable* output_params)
{
Q_UNUSED(node)
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(NodeInput *input)
{
// Access a map of Node inputs and decoder instances and retrieve a frame!
StreamPtr stream = ResolveStreamFromInput(input);
DecoderPtr decoder = decoder_cache()->GetDecoder(stream.get());
if (decoder == nullptr && stream != nullptr) {
// Create a new Decoder here
DecoderPtr decoder = Decoder::CreateFromID(stream->footage()->decoder());
decoder->set_stream(stream);
decoder_cache()->AddDecoder(stream.get(), decoder);
}
return decoder;
}
bool RenderWorker::IsStarted()
{
return started_;
}
NodeValueTable RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
{
Node* node = dep.node();
//qDebug() << "Processing" << node->id();
// FIXME: Cache certain values here if we've already processed them before
NodeValueDatabase database;
// We need to insert tables into the database for each input
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
NodeValueTable table;
NodeInput* input = static_cast<NodeInput*>(param);
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
if (input->IsConnected()) {
// Value will equal something from the connected node, follow it
table = ProcessNodeNormally(NodeDependency(input->get_connected_node(),
input_time));
} else {
// Push onto the table the value at this time from the input
QVariant input_value = input->get_value_at_time(input_time.in());
table.Push(input->data_type(), input_value);
}
// Exception for Footage types where we actually retrieve some Footage data from a decoder
if (input->data_type() == NodeParam::kFootage) {
DecoderPtr decoder = ResolveDecoderFromInput(input);
if (decoder) {
FramePtr frame = RetrieveFromDecoder(decoder, input_time);
if (frame) {
FrameToValue(frame, &table);
}
}
}
database.Insert(input, table);
}
}
// 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, &database, &table);
return table;
}