Files
oak-editor/app/render/backend/videorenderbackend.h
T
itsmattkc b56fbaae51 began port of previous renderer iteration to new iteration
This will essentially be a full rewrite, but very incrementally to save time
and energy.
2019-10-31 21:59:20 +11:00

197 lines
4.8 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef VIDEORENDERERBACKEND_H
#define VIDEORENDERERBACKEND_H
#include <QLinkedList>
#include <QOpenGLTexture>
#include "node/output/viewer/viewer.h"
#include "renderbackend.h"
#include "render/pixelformat.h"
#include "render/rendermodes.h"
#include "opengl/openglframebuffer.h"
#include "opengl/openglshader.h"
#include "opengl/opengltexture.h"
#include "videorendererdownloadthread.h"
#include "videorendererprocessthread.h"
/**
* @brief A multithreaded OpenGL based renderer for node systems
*/
class VideoRenderBackend : public RenderBackend
{
Q_OBJECT
public:
/**
* @brief Renderer Constructor
*
* Constructing a Renderer object will not start any threads/backend on its own. Use Start() to do this and Stop()
* when the Renderer is about to be destroyed.
*/
VideoRenderBackend(QObject* parent);
virtual ~VideoRenderBackend() override;
void SetCacheName(const QString& s);
/**
* @brief Allocate and start the multithreaded backend
*/
virtual bool Init() override;
/**
* @brief Terminate and deallocate the multithreaded backend
*/
virtual void Close() override;
/**
* @brief Set parameters of the Renderer
*
* The Renderer owns the buffers that are used in the rendering process and this function sets the kind of buffers
* to use. The Renderer must be stopped when calling this function.
*
* @param width
*
* Buffer width
*
* @param height
*
* Buffer height
*
* @param format
*
* Buffer pixel format
*/
void SetParameters(const VideoRenderingParams &params);
/**
* @brief Return whether a frame with this hash already exists
*/
bool HasHash(const QByteArray& hash);
/**
* @brief Return whether a frame is currently being cached
*/
bool IsCaching(const QByteArray& hash);
/**
* @brief Check if a frame is currently being cached, and if not reserve it
*/
bool TryCache(const QByteArray& hash);
RenderTexturePtr GetCachedFrame(const rational& time);
virtual void GenerateFrame(const rational&) override {}
public slots:
virtual void InvalidateCache(const rational &start_range, const rational &end_range) override;
virtual bool Compile() override {return true;}
virtual void Decompile() override {}
protected:
virtual void ViewerNodeChangedEvent(ViewerOutput* node) override;
signals:
void CachedFrameReady(const rational& time);
private:
struct HashTimeMapping {
rational time;
QByteArray hash;
};
/**
* @brief Internal function for generating the cache ID
*/
void GenerateCacheIDInternal();
/**
* @brief Function called when there are frames in the queue to cache
*
* This function is NOT thread-safe and should only be called in the main thread.
*/
void CacheNext();
bool ShouldPushTexture(const rational &time);
/**
* @brief Return the path of the cached image at this time
*/
QString CachePathName(const QByteArray &hash);
void DeferMap(const rational &time, const QByteArray &hash);
/**
* @brief Internal list of RenderProcessThreads
*/
QVector<RendererProcessThreadPtr> threads_;
/**
* @brief Internal variable that contains whether the Renderer has started or not
*/
bool started_;
VideoRenderingParams params_;
rational last_time_requested_;
QLinkedList<rational> cache_queue_;
QString cache_name_;
qint64 cache_time_;
QString cache_id_;
bool caching_;
QVector<uchar*> cache_frame_load_buffer_;
QVector<RendererDownloadThreadPtr> download_threads_;
int last_download_thread_;
RenderTexturePtr master_texture_;
rational push_time_;
OpenGLFramebuffer copy_buffer_;
OpenGLShaderPtr copy_pipeline_;
QMap<rational, QByteArray> time_hash_map_;
QMutex cache_hash_list_mutex_;
QVector<QByteArray> cache_hash_list_;
QList<HashTimeMapping> deferred_maps_;
bool starting_;
private slots:
void ThreadCallback(RenderTexturePtr texture, const rational& time, const QByteArray& hash);
void ThreadRequestSibling(NodeDependency dep);
void ThreadSkippedFrame(const rational &time, const QByteArray &hash);
void DownloadThreadComplete(const QByteArray &hash);
};
#endif // VIDEORENDERERBACKEND_H