Files
oak-editor/app/render/backend/renderworker.cpp
T
itsmattkc f424d8b44e rewrote renderers where necessary for new node structure
Largely conforming renderers to new NodeValue system. Code seems a lot cleaner
this way which is a nice advantage. Likely non-functional as this won't
compile just yet and still needs probably another day or two of testing to get
it back to where it was before.
2019-12-05 03:53:52 +11:00

196 lines
4.9 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)
{
emit CompletedCache(path, RenderInternal(path));
}
NodeValueTable RenderWorker::RenderAsSibling(NodeDependency dep)
{
NodeOutput* output = dep.node();
Node* node = output->parentNode();
QList<NodeInput*> connected_inputs;
NodeValueTable value;
// Set working state
working_++;
// 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 {
value = ProcessNodeNormally(NodeDependency(output, dep.range()));
}
// We're done!
// End this working state
working_--;
return value;
}
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;
}
NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
{
return 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_;
}
NodeValueTable RenderWorker::ProcessNodeNormally(const NodeDependency& dep)
{
NodeOutput* output = dep.node();
Node* node = dep.node()->parentNode();
//qDebug() << "Processing" << node->id();
// 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 = ProcessNodeNormally(NodeDependency(input->get_connected_output(),
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);
}
database.Insert(input, table);
}
}
// 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(database);
}
}