Working structure implemented in previous commit into the audio renderer is complete in this commit.
138 lines
3.4 KiB
C++
138 lines
3.4 KiB
C++
#include "renderworker.h"
|
|
|
|
#include <QThread>
|
|
|
|
#include "node/block/block.h"
|
|
|
|
RenderWorker::RenderWorker(QObject *parent) :
|
|
QObject(parent),
|
|
started_(false)
|
|
{
|
|
}
|
|
|
|
bool RenderWorker::Init()
|
|
{
|
|
if (started_) {
|
|
return true;
|
|
}
|
|
|
|
if (!(started_ = InitInternal())) {
|
|
Close();
|
|
}
|
|
|
|
return started_;
|
|
}
|
|
|
|
void RenderWorker::Close()
|
|
{
|
|
CloseInternal();
|
|
|
|
decoder_cache_.Clear();
|
|
|
|
started_ = false;
|
|
}
|
|
|
|
void RenderWorker::Render(NodeDependency path)
|
|
{
|
|
emit CompletedCache(path, RenderInternal(path));
|
|
}
|
|
|
|
NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
|
|
{
|
|
return ProcessNode(path);
|
|
}
|
|
|
|
void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable* output_params)
|
|
{
|
|
Q_UNUSED(node)
|
|
Q_UNUSED(range)
|
|
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(StreamPtr stream)
|
|
{
|
|
// Access a map of Node inputs and decoder instances and retrieve a frame!
|
|
DecoderPtr decoder = decoder_cache_.Get(stream.get());
|
|
|
|
if (decoder == nullptr && stream != nullptr) {
|
|
// Create a new Decoder here
|
|
decoder = Decoder::CreateFromID(stream->footage()->decoder());
|
|
decoder->set_stream(stream);
|
|
decoder_cache_.Add(stream.get(), decoder);
|
|
}
|
|
|
|
return decoder;
|
|
}
|
|
|
|
bool RenderWorker::IsStarted()
|
|
{
|
|
return started_;
|
|
}
|
|
|
|
NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
|
|
{
|
|
const Node* node = dep.node();
|
|
|
|
if (node->IsTrack()) {
|
|
// If the range is not wholly contained in this Block, we'll need to do some extra processing
|
|
return RenderBlock(static_cast<const TrackOutput*>(node), dep.range());
|
|
}
|
|
|
|
// 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 = ProcessNode(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) {
|
|
StreamPtr stream = ResolveStreamFromInput(input);
|
|
|
|
if (stream) {
|
|
DecoderPtr decoder = ResolveDecoderFromInput(stream);
|
|
|
|
if (decoder) {
|
|
FramePtr frame = RetrieveFromDecoder(decoder, input_time);
|
|
|
|
if (frame) {
|
|
FrameToValue(stream, 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, dep.range(), &database, &table);
|
|
|
|
return table;
|
|
}
|