Files
oak-editor/app/render/backend/videorenderworker.cpp
T
itsmattkc 7a6dd02e5b furthered development of audio renderers
Mostly reimplementing functions from other workers to produce audio samples
2019-11-11 11:35:01 +09:00

320 lines
11 KiB
C++

#include "videorenderworker.h"
#include <QThread>
#include "common/define.h"
#include "node/node.h"
#include "render/pixelservice.h"
VideoRenderWorker::VideoRenderWorker(DecoderCache *decoder_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
RenderWorker(decoder_cache, parent),
frame_cache_(frame_cache)
{
}
const VideoRenderingParams &VideoRenderWorker::video_params()
{
return video_params_;
}
void VideoRenderWorker::RenderInternal(const NodeDependency& path)
{
// Get hash of node graph
// We use SHA-1 for speed (benchmarks show it's the fastest hash available to us)
QCryptographicHash hasher(QCryptographicHash::Sha1);
HashNodeRecursively(&hasher, path.node()->parent(), path.in());
QByteArray hash = hasher.result();
if (frame_cache_->HasHash(hash)) {
// We've already cached this hash, no need to continue
emit HashAlreadyExists(path, hash);
} else if (frame_cache_->TryCache(hash)) {
// This hash is available for us to cache, start traversing graph
RenderAsSibling(path);
emit CompletedFrame(path, hash);
} else {
// Another thread must be caching this already, nothing to be done
emit HashAlreadyBeingCached();
}
}
void VideoRenderWorker::HashNodeRecursively(QCryptographicHash *hash, Node* n, const rational& time)
{
// Resolve BlockList
if (n->IsBlock() && (n = ValidateBlock(n, time)) == nullptr) {
return;
}
// Add this Node's ID
hash->addData(n->id().toUtf8());
foreach (NodeParam* param, n->parameters()) {
// For each input, try to hash its value
if (param->type() == NodeParam::kInput) {
NodeInput* input = static_cast<NodeInput*>(param);
// Get time adjustment
TimeRange range = n->InputTimeAdjustment(input, TimeRange(time, time));
// For a single frame, we only care about one of the times
rational input_time = range.in();
if (input->IsConnected()) {
// Traverse down this edge
HashNodeRecursively(hash, input->get_connected_node(), input_time);
} else {
// Grab the value at this time
QVariant value = input->get_value_at_time(input_time);
hash->addData(NodeParam::ValueToBytes(input->data_type(), value));
}
// We have one exception for FOOTAGE types, since we resolve the footage into a frame in the renderer
if (input->data_type() == NodeParam::kFootage) {
StreamPtr stream = ResolveStreamFromInput(input);
DecoderPtr decoder = ResolveDecoderFromInput(input);
if (decoder != nullptr) {
// Add footage details to hash
// Footage filename
hash->addData(stream->footage()->filename().toUtf8());
// Footage last modified date
hash->addData(stream->footage()->timestamp().toString().toUtf8());
// Footage stream
hash->addData(QString::number(stream->index()).toUtf8());
// Footage timestamp
hash->addData(QString::number(decoder->GetTimestampFromTime(time)).toUtf8());
// FIXME: Add colorspace and alpha assoc
}
}
}
}
}
void VideoRenderWorker::SetParameters(const VideoRenderingParams &video_params)
{
video_params_ = video_params;
ParametersChangedEvent();
}
bool VideoRenderWorker::InitInternal()
{
download_buffer_.resize(PixelService::GetBufferSize(video_params().format(), video_params().effective_width(), video_params().effective_height()));
return true;
}
void VideoRenderWorker::CloseInternal()
{
download_buffer_.clear();
}
QList<NodeInput*> VideoRenderWorker::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 = decoder->Retrieve(time.in());
if (frame != nullptr) {
QVariant value = FrameToTexture(frame);
input->set_stored_value(value);
}
}
}
}
}
}
return connected_inputs;
}
void VideoRenderWorker::RenderAsSibling(NodeDependency dep)
{
NodeOutput* output = dep.node();
Node* original_node = output->parent();
Node* node;
rational time = dep.in();
QList<NodeInput*> connected_inputs;
QVariant value;
// Set working state
working_++;
qDebug() << "Processing" << original_node->id() << original_node;
original_node->LockProcessing();
// 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 = ValidateBlock(original_node, time)) == nullptr) {
// ValidateBlock() may have returned nullptr if there was no Block found at this time so no texture to return
output->cache_value(dep.range(), 0);
original_node->UnlockProcessing();
goto end_render;
}
if (original_node != node) {
// Ensure output is the output matching the node as it may have changed
output = static_cast<NodeOutput*>(node->GetParameterWithID(output->id()));
// Switch locks
original_node->UnlockProcessing();
node->LockProcessing();
qDebug() << "Deftly switched from" << original_node->id() << original_node << "to" << node->id() << node;
}
// 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
dep.node()->cache_value(dep.range(), output->get_cached_value(dep.range()));
qDebug() << "Found a cached value on" << node->id() << output->id() << "at" << dep.range().in() << "-" << dep.range().out();
node->UnlockProcessing();
goto end_render;
}
// We need to run the Node's code to get the correct value for this time
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 (OutputIsShader(output)) {
// Run code
value = RunNodeAsShader(output);
} else {
// Generate the value as expected
value = node->Value(output);
}
// Place the value into the output
output->cache_value(dep.range(), value);
dep.node()->cache_value(dep.range(), value);
// We're done!
node->UnlockProcessing();
end_render:
// End this working state
working_--;
}
void VideoRenderWorker::Download(NodeDependency dep, QByteArray hash, QVariant texture, QString filename)
{
working_++;
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
// Set up OIIO::ImageSpec for compressing cached images on disk
OIIO::ImageSpec spec(video_params().effective_width(), video_params().effective_height(), kRGBAChannels, format_info.oiio_desc);
spec.attribute("compression", "dwaa:200");
TextureToBuffer(texture, download_buffer_);
std::string working_fn_std = filename.toStdString();
std::unique_ptr<OIIO::ImageOutput> out = OIIO::ImageOutput::create(working_fn_std);
if (out) {
qDebug() << "Saving to" << filename;
out->open(working_fn_std, spec);
out->write_image(format_info.oiio_desc, download_buffer_.data());
out->close();
emit CompletedDownload(dep, hash);
} else {
qWarning() << "Failed to open output file:" << filename;
}
working_--;
}