If the nodes are now stateless, there's nothing stopping the renderer from rendering multiple frames at once. Earlier since the nodes held some of their input/output data (and that data could change per frame), it was not possible to render multiple frames at once without conflicts. Now that the node state is held in render threads, they can do whatever they want at any time.
238 lines
5.6 KiB
C++
238 lines
5.6 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 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 "param.h"
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#include <QColor>
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#include <QDebug>
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#include <QMatrix4x4>
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#include <QVector2D>
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#include <QVector3D>
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#include <QVector4D>
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#include "node/node.h"
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#include "node/input.h"
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#include "node/output.h"
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NodeParam::NodeParam(const QString &id) :
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id_(id)
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{
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Q_ASSERT(!id_.isEmpty());
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}
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NodeParam::~NodeParam()
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{
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// Clear all connected edges
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while (!edges_.isEmpty()) {
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DisconnectEdge(edges_.last());
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}
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}
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const QString NodeParam::id() const
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{
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return id_;
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}
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QString NodeParam::name()
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{
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if (name_.isEmpty()) {
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return tr("Value");
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}
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return name_;
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}
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void NodeParam::set_name(const QString &name)
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{
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name_ = name;
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}
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Node *NodeParam::parentNode()
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{
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QObject* p = parent();
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while (p != nullptr) {
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// Determine if this object is a Node or not
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Node* cast_test = dynamic_cast<Node*>(p);
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if (cast_test != nullptr) {
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return cast_test;
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}
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p = p->parent();
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}
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return nullptr;
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}
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int NodeParam::index()
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{
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return parentNode()->IndexOfParameter(this);
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}
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bool NodeParam::IsConnected()
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{
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return !edges_.isEmpty();
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}
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const QVector<NodeEdgePtr> &NodeParam::edges()
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{
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return edges_;
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}
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void NodeParam::DisconnectAll()
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{
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while (!edges_.isEmpty()) {
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DisconnectEdge(edges_.first());
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}
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}
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NodeEdgePtr NodeParam::ConnectEdge(NodeOutput *output, NodeInput *input, bool lock)
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{
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// If the input can only accept one input (the default) and has one already, disconnect it
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DisconnectForNewOutput(input);
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// Make sure it's not a duplicate of an edge that already exists
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foreach (NodeEdgePtr existing, input->edges()) {
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if (existing->output() == output) {
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return nullptr;
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}
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}
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// Ensure both nodes are in the same graph
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if (output->parentNode()->parent() != input->parentNode()->parent()) {
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qWarning() << "Tried to connect two nodes that aren't part of the same graph";
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return nullptr;
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}
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NodeEdgePtr edge = std::make_shared<NodeEdge>(output, input);
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// The nodes should never be the same, and since we lock both nodes here, this can lead to a entire program freeze
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// that's difficult to diagnose. This makes that issue very clear.
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Q_ASSERT(output->parentNode() != input->parentNode());
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if (lock) {
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output->parentNode()->LockUserInput();
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input->parentNode()->LockUserInput();
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}
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output->edges_.append(edge);
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input->edges_.append(edge);
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if (lock) {
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output->parentNode()->UnlockUserInput();
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input->parentNode()->UnlockUserInput();
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}
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// Emit a signal than an edge was added (only one signal needs emitting)
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emit input->EdgeAdded(edge);
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return edge;
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}
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void NodeParam::DisconnectEdge(NodeEdgePtr edge)
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{
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NodeOutput* output = edge->output();
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NodeInput* input = edge->input();
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output->parentNode()->LockUserInput();
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input->parentNode()->LockUserInput();
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output->edges_.removeOne(edge);
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input->edges_.removeOne(edge);
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output->parentNode()->UnlockUserInput();
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input->parentNode()->UnlockUserInput();
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emit input->EdgeRemoved(edge);
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}
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void NodeParam::DisconnectEdge(NodeOutput *output, NodeInput *input)
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{
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for (int i=0;i<output->edges_.size();i++) {
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NodeEdgePtr edge = output->edges_.at(i);
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if (edge->input() == input) {
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DisconnectEdge(edge);
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break;
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}
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}
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}
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NodeEdgePtr NodeParam::DisconnectForNewOutput(NodeInput *input)
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{
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// If the input can only accept one input (the default) and has one already, disconnect it
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if (!input->edges_.isEmpty()) {
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NodeEdgePtr edge = input->edges_.first();
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DisconnectEdge(edge);
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return edge;
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}
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return nullptr;
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}
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QByteArray NodeParam::ValueToBytes(const NodeParam::DataType &type, const QVariant &value)
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{
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switch (type) {
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case kInt: return ValueToBytesInternal<int>(value);
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case kFloat: return ValueToBytesInternal<float>(value);
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case kColor: return ValueToBytesInternal<QColor>(value);
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case kText: return ValueToBytesInternal<QString>(value);
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case kBoolean: return ValueToBytesInternal<bool>(value);
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case kFont: return ValueToBytesInternal<QString>(value); // FIXME: This should probably be a QFont?
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case kFile: return ValueToBytesInternal<QString>(value);
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case kMatrix: return ValueToBytesInternal<QMatrix4x4>(value);
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case kRational: return ValueToBytesInternal<rational>(value);
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case kVec2: return ValueToBytesInternal<QVector2D>(value);
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case kVec3: return ValueToBytesInternal<QVector3D>(value);
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case kVec4: return ValueToBytesInternal<QVector4D>(value);
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// These types have no persistent input
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case kNone:
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case kFootage:
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case kTexture:
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case kSamples:
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case kDecimal:
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case kWholeNumber:
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case kNumber:
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case kString:
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case kBuffer:
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case kVector:
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case kAny:
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break;
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}
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return QByteArray();
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}
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template<typename T>
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QByteArray NodeParam::ValueToBytesInternal(const QVariant &v)
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{
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QByteArray bytes;
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int size_of_type = sizeof(T);
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bytes.resize(size_of_type);
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T raw_val = v.value<T>();
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memcpy(bytes.data(), &raw_val, static_cast<size_t>(size_of_type));
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return bytes;
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}
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