Fixing some regressions in performance of Mask effect, and flickering cached frames during updates (i.e. property slider updates)

This commit is contained in:
Jonathan Thomas
2026-03-01 16:56:42 -06:00
parent 4387f8b394
commit 90d0710d78
8 changed files with 133 additions and 72 deletions

View File

@@ -140,42 +140,98 @@ namespace openshot
bool cache_contains = false;
bool should_clear_cache = false;
CacheBase* cache = reader ? reader->GetCache() : nullptr;
const int64_t current_requested = requested_display_frame.load();
const bool same_frame_refresh = (new_position == current_requested);
if (cache) {
cache_contains = cache->Contains(new_position);
}
if (start_preroll) {
should_mark_seek = true;
if (same_frame_refresh) {
const bool is_paused = (speed.load() == 0);
if (is_paused) {
// Paused same-frame edits (dragging keyframed properties)
// must not reuse any stale composite/cache state.
if (Timeline* timeline = dynamic_cast<Timeline*>(reader)) {
timeline->ClearAllCache();
}
new_cached_count = 0;
should_mark_seek = true;
should_preroll = true;
should_clear_cache = false;
} else {
// Same-frame refresh during playback should stay lightweight.
should_mark_seek = false;
should_preroll = false;
should_clear_cache = false;
if (cache && cache_contains) {
cache->Remove(new_position);
}
if (cache) {
new_cached_count = cache->Count();
}
}
} else {
should_mark_seek = true;
if (cache && !cache_contains) {
// Uncached commit seek: avoid blocking this call path with a
// synchronous ClearAllCache(). The cache thread will reconcile
// window contents on the next iteration around the new playhead.
new_cached_count = 0;
should_preroll = true;
should_clear_cache = true;
}
else if (cache)
{
new_cached_count = cache->Count();
if (cache && !cache_contains) {
// Uncached commit seek: avoid blocking this call path with a
// synchronous ClearAllCache(). The cache thread will reconcile
// window contents on the next iteration around the new playhead.
new_cached_count = 0;
should_preroll = true;
should_clear_cache = true;
}
else if (cache)
{
new_cached_count = cache->Count();
}
}
leaving_scrub = true;
}
else {
// Scrub preview: keep preroll disabled and interrupt current fill.
// Do not synchronously clear cache here, as that can block seeks.
should_mark_seek = true;
if (cache && !cache_contains) {
new_cached_count = 0;
should_clear_cache = true;
}
else if (cache) {
if (cache_contains) {
// Non-preroll seeks are used for:
// 1) paused scrubbing (needs seek/scrub semantics), and
// 2) live refreshes while playing (must stay lightweight).
const bool is_paused = (speed.load() == 0);
if (is_paused && same_frame_refresh) {
// Property updates at the same paused playhead frame should
// refresh that frame only, without full seek/scrub churn.
should_mark_seek = false;
should_preroll = false;
should_clear_cache = false;
if (cache && cache_contains) {
cache->Remove(new_position);
}
new_cached_count = cache->Count();
if (cache) {
new_cached_count = cache->Count();
}
leaving_scrub = true;
}
else if (is_paused) {
should_mark_seek = true;
if (cache && !cache_contains) {
new_cached_count = 0;
should_clear_cache = true;
}
else if (cache) {
if (cache_contains) {
cache->Remove(new_position);
}
new_cached_count = cache->Count();
}
entering_scrub = true;
} else {
// During playback, avoid seek/scrub side effects that can
// churn cache state and cause visible flicker on updates.
should_mark_seek = false;
should_preroll = false;
should_clear_cache = false;
if (cache) {
new_cached_count = cache->Count();
}
leaving_scrub = true;
}
entering_scrub = true;
}
{