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

127 lines
3.9 KiB
C++

#include "audiorenderworker.h"
#include "audio/audiomanager.h"
AudioRenderWorker::AudioRenderWorker(DecoderCache *decoder_cache, QObject *parent) :
RenderWorker(decoder_cache, parent)
{
}
void AudioRenderWorker::SetParameters(const AudioRenderingParams &audio_params)
{
audio_params_ = audio_params;
}
QVariant AudioRenderWorker::RenderAsSibling(NodeDependency dep)
{
NodeOutput* output = dep.node();
Node* node = output->parent();
QList<NodeInput*> connected_inputs;
QVariant value;
// Set working state
working_++;
bool locked = false;
// 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->IsBlock()
&& (dep.range().in() < static_cast<Block*>(node)->in()
|| dep.range().out() > static_cast<Block*>(node)->out())) {
// If the range is not wholly contained in this Block, we'll need to do some extra processing
value = RenderBlock(output, dep.range());
} else {
node->LockProcessing();
value = ProcessNodeNormally(NodeDependency(output, dep.range()));
locked = true;
}
if (!locked) {
node->LockProcessing();
}
// Place the value into the output
output->cache_value(dep.range(), value);
// We're done!
node->UnlockProcessing();
// End this working state
working_--;
return value;
}
bool AudioRenderWorker::InitInternal()
{
// Nothing to init yet
return true;
}
void AudioRenderWorker::CloseInternal()
{
// Nothing to init yet
}
QVariant AudioRenderWorker::RenderBlock(NodeOutput* output, const TimeRange &range)
{
QList<Block*> active_blocks = ValidateBlockRange(static_cast<Block*>(output->parent()), range);
// All these blocks will need to output to a buffer so we create one here
QByteArray block_range_buffer(audio_params_.time_to_bytes(range.length()), 0);
// Loop through active blocks retrieving their audio
while (!active_blocks.isEmpty()) {
int block_for_this_thread = -1;
for (int i=0;i<active_blocks.size();i++) {
Block* b = active_blocks.at(i);
NodeOutput* connected_output = static_cast<NodeOutput*>(b->GetParameterWithID(output->id()));
TimeRange range_for_block(qMax(b->in(), range.in()),
qMin(b->out(), range.out()));
// If the block is locked, we assume another thread has it. Otherwise, we'll work with it
if (connected_output->has_cached_value(range_for_block)) {
// This output already has this value, no need to process it again
QByteArray samples_from_this_block = connected_output->get_cached_value(range_for_block).toByteArray();
int destination_offset = audio_params_.time_to_bytes(range_for_block.in() - range.in());
memcpy(block_range_buffer.data()+destination_offset,
samples_from_this_block.data(),
static_cast<size_t>(samples_from_this_block.size()));
active_blocks.removeAt(i);
i--;
} else if (!b->IsProcessingLocked()) {
if (block_for_this_thread == -1) {
block_for_this_thread = i;
} else {
emit RequestSibling(NodeDependency(connected_output,
range_for_block));
}
}
}
if (block_for_this_thread > -1) {
Block* b = active_blocks.at(block_for_this_thread);
TimeRange range_for_block(qMax(b->in(), range.in()),
qMin(b->out(), range.out()));
RenderAsSibling(NodeDependency(static_cast<NodeOutput*>(b->GetParameterWithID(output->id())),
range_for_block));
} else {
QThread::msleep(500);
}
}
return block_range_buffer;
}
FramePtr AudioRenderWorker::RetrieveFromDecoder(DecoderPtr decoder, const TimeRange &range)
{
return decoder->RetrieveAudio(range.in(), range.out() - range.in(), audio_params_);
}