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

251 lines
7.3 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)
{
RenderInternal(path);
emit CompletedCache(path);
}
DecoderCache *RenderWorker::decoder_cache()
{
return decoder_cache_;
}
Block *RenderWorker::ValidateBlock(Block *block, const rational& time)
{
Q_ASSERT(block != nullptr && time >= 0);
while (block->in() > time) {
// This Block is too late, find an earlier one
block = block->previous();
}
while (block->out() <= time) {
// This block is too early, find a later one
if (block->next() == nullptr) {
break;
}
block = block->next();
}
// By this point, we should have the correct Block or nullptr if there's no Block here
return block;
}
QList<Block *> RenderWorker::ValidateBlockRange(Block *n, const TimeRange &range)
{
QList<Block*> list;
Block* block_at_start = ValidateBlock(n, range.in());
Block* block_at_end = ValidateBlock(n, range.out());
list.append(block_at_start);
// If more than one block is active for this range
if (block_at_start != block_at_end) {
// Collect all blocks between the start and the end
do {
block_at_start = block_at_start->next();
list.append(block_at_start);
} while (block_at_start != block_at_end);
}
return list;
}
void RenderWorker::RenderInternal(const NodeDependency &path)
{
RenderAsSibling(path);
}
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_;
}
QList<NodeInput*> RenderWorker::ProcessNodeInputsForTime(Node *n, const TimeRange &time)
{
QList<NodeInput*> connected_inputs;
// Now we need to gather information about this Node's inputs
foreach (NodeParam* param, n->parameters()) {
// Check if this parameter is an input and if the Node is dependent on it
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
if (input->dependent()) {
// If we're here, this input is necessary and we need to acquire the value for this Node
if (input->IsConnected()) {
// If it's connected to something, we need to retrieve that output at some point
connected_inputs.append(input);
} else {
// If it isn't connected, it'll have the value we need inside it. We just need to store it for the node.
input->set_stored_value(input->get_value_at_time(n->InputTimeAdjustment(input, time).in()));
}
// Special types like FOOTAGE require extra work from us (to decrease node complexity dealing with decoders)
if (input->data_type() == NodeParam::kFootage) {
input->set_stored_value(0);
DecoderPtr decoder = ResolveDecoderFromInput(input);
// By this point we should definitely have a decoder, and if we don't something's gone terribly wrong
if (decoder != nullptr) {
FramePtr frame = RetrieveFromDecoder(decoder, time);
if (frame != nullptr) {
QVariant value = FrameToValue(frame);
input->set_stored_value(value);
}
}
}
}
}
}
return connected_inputs;
}
QVariant RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
{
NodeOutput* output = dep.node();
Node* node = dep.node()->parent();
//qDebug() << "Processing" << node->id();
// Check if the output already has a value for this time
if (output->has_cached_value(dep.range())) {
// If so, we don't need to do anything, we can just send this value and exit here
return output->get_cached_value(dep.range());
}
// We need to run the Node's code to get the correct value for this time
QList<NodeInput*> connected_inputs = ProcessNodeInputsForTime(node, dep.range());
// For each connected input, we need to acquire the value from another node
while (!connected_inputs.isEmpty()) {
// Remove any inputs from the list that we have valid cached values for already
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
NodeOutput* connected_output = input->get_connected_output();
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
if (connected_output->has_cached_value(input_time)) {
// This output already has this value, no need to process it again
input->set_stored_value(connected_output->get_cached_value(input_time));
connected_inputs.removeAt(i);
i--;
}
}
// For every connected input except the first, we'll request another Node to do it
int input_for_this_thread = -1;
for (int i=0;i<connected_inputs.size();i++) {
NodeInput* input = connected_inputs.at(i);
// If this node is locked, we assume it's already being processed. Otherwise we need to request a sibling
if (!input->get_connected_node()->IsProcessingLocked()) {
if (input_for_this_thread == -1) {
// Store this later since we can process it on this thread as we wait for other threads
input_for_this_thread = i;
} else {
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
emit RequestSibling(NodeDependency(input->get_connected_output(),
input_time));
}
}
}
if (input_for_this_thread > -1) {
// In the mean time, this thread can go off to do the first parameter
NodeInput* input = connected_inputs.at(input_for_this_thread);
TimeRange input_range = node->InputTimeAdjustment(input, dep.range());
RenderAsSibling(NodeDependency(input->get_connected_output(),
input_range));
input->set_stored_value(input->get_connected_output()->get_cached_value(input_range));
connected_inputs.removeAt(input_for_this_thread);
} else {
// Nothing for this thread to do. We'll wait 0.5 sec and check again for other nodes
// FIXME: It would be nicer if this thread could do other nodes during this time
QThread::msleep(500);
}
}
// By this point, the node should have all the inputs it needs to render correctly
// Check if we have a shader for this output
if (OutputIsAccelerated(output)) {
// Run code
return RunNodeAccelerated(output);
} else {
// Generate the value as expected
return node->Value(output);
}
}