large scale renderer rework

- Abstracts all OpenGL functionality including UI objects
- Cleans up several rendering codepaths
- Improves threading functionality
- Removes old code and problematic functions
This commit is contained in:
itsmattkc
2020-11-10 11:24:51 +11:00
parent 52b98f3fa3
commit 1d61f89920
42 changed files with 927 additions and 820 deletions
+81 -39
View File
@@ -22,12 +22,11 @@
OLIVE_NAMESPACE_ENTER
/*RendererThreadWrapper::RendererThreadWrapper(Renderer *inner, QObject *parent) :
RendererThreadWrapper::RendererThreadWrapper(Renderer *inner, QObject *parent) :
Renderer(parent),
inner_(inner),
thread_(nullptr)
{
inner_->setParent(this);
}
bool RendererThreadWrapper::Init()
@@ -38,11 +37,11 @@ bool RendererThreadWrapper::Init()
}
// Create thread
QThread* thread = new QThread(this);
thread->start(QThread::IdlePriority);
thread_ = new QThread(this);
thread_->start(QThread::IdlePriority);
// Move context to thread
inner_->moveToThread(thread);
inner_->moveToThread(thread_);
// Queue post-init in new thread
QMetaObject::invokeMethod(inner_, "PostInit", Qt::BlockingQueuedConnection);
@@ -50,10 +49,16 @@ bool RendererThreadWrapper::Init()
return true;
}
void RendererThreadWrapper::PostInit()
{
// Do nothing
}
void RendererThreadWrapper::Destroy()
{
if (thread_) {
QMetaObject::invokeMethod(inner_, "Destroy", Qt::BlockingQueuedConnection);
inner_ = nullptr;
thread_->quit();
thread_->wait();
@@ -62,76 +67,113 @@ void RendererThreadWrapper::Destroy()
}
}
QVariant RendererThreadWrapper::CreateTexture(const VideoParams &param, void *data, int linesize)
void RendererThreadWrapper::ClearDestination(double r, double g, double b, double a)
{
QMetaObject::invokeMethod(inner_, "ClearDestination", Qt::BlockingQueuedConnection,
Q_ARG(double, r),
Q_ARG(double, g),
Q_ARG(double, b),
Q_ARG(double, a));
}
void RendererThreadWrapper::AttachTextureAsDestination(Renderer::Texture *texture)
{
QMetaObject::invokeMethod(inner_, "AttachTextureAsDestination", Qt::BlockingQueuedConnection,
OLIVE_NS_ARG(Renderer::Texture*, texture));
}
void RendererThreadWrapper::DetachTextureAsDestination()
{
QMetaObject::invokeMethod(inner_, "DetachTextureAsDestination", Qt::BlockingQueuedConnection);
}
QVariant RendererThreadWrapper::CreateNativeTexture(VideoParams param, void *data, int linesize)
{
QVariant v;
QMetaObject::invokeMethod(inner_, "CreateTexture", Qt::BlockingQueuedConnection,
QMetaObject::invokeMethod(inner_, "CreateNativeTexture", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QVariant, v),
OLIVE_NS_CONST_ARG(VideoParams&, param),
OLIVE_NS_ARG(VideoParams, param),
Q_ARG(void*, data),
Q_ARG(int, linesize));
return v;
}
void RendererThreadWrapper::DestroyTexture(QVariant texture)
void RendererThreadWrapper::DestroyNativeTexture(QVariant texture)
{
QMetaObject::invokeMethod(inner_, "DestroyTexture", Qt::BlockingQueuedConnection,
QMetaObject::invokeMethod(inner_, "DestroyNativeTexture", Qt::BlockingQueuedConnection,
Q_ARG(QVariant, texture));
}
void RendererThreadWrapper::UploadToTexture(QVariant texture, void *data, int linesize)
QVariant RendererThreadWrapper::CreateNativeShader(ShaderCode code)
{
QVariant v;
QMetaObject::invokeMethod(inner_, "CreateNativeShader", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QVariant, v),
OLIVE_NS_ARG(ShaderCode, code));
return v;
}
void RendererThreadWrapper::DestroyNativeShader(QVariant shader)
{
QMetaObject::invokeMethod(inner_, "DestroyNativeShader", Qt::BlockingQueuedConnection,
Q_ARG(QVariant, shader));
}
void RendererThreadWrapper::UploadToTexture(Renderer::Texture *texture, void *data, int linesize)
{
QMetaObject::invokeMethod(inner_, "UploadToTexture", Qt::BlockingQueuedConnection,
Q_ARG(QVariant, texture),
OLIVE_NS_ARG(Renderer::Texture*, texture),
Q_ARG(void*, data),
Q_ARG(int, linesize));
}
void RendererThreadWrapper::DownloadFromTexture(QVariant texture, void *data, int linesize)
void RendererThreadWrapper::DownloadFromTexture(Renderer::Texture *texture, void *data, int linesize)
{
QMetaObject::invokeMethod(inner_, "DownloadFromTexture", Qt::BlockingQueuedConnection,
Q_ARG(QVariant, texture),
OLIVE_NS_ARG(Renderer::Texture*, texture),
Q_ARG(void*, data),
Q_ARG(int, linesize));
}
QVariant RendererThreadWrapper::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job, const VideoParams &params)
Renderer::TexturePtr RendererThreadWrapper::ProcessShader(const Node *node, ShaderJob job, VideoParams params)
{
QVariant v;
Renderer::TexturePtr tex;
QMetaObject::invokeMethod(inner_, "ProcessShader", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QVariant, v),
QMetaObject::invokeMethod(inner_, "Blit", Qt::BlockingQueuedConnection,
OLIVE_NS_RETURN_ARG(Renderer::TexturePtr, tex),
OLIVE_NS_CONST_ARG(Node*, node),
OLIVE_NS_CONST_ARG(TimeRange&, range),
OLIVE_NS_CONST_ARG(ShaderJob&, job),
OLIVE_NS_CONST_ARG(VideoParams&, params));
OLIVE_NS_ARG(ShaderJob, job),
OLIVE_NS_ARG(VideoParams, params));
return v;
return tex;
}
QVariant RendererThreadWrapper::TransformColor(QVariant texture, ColorProcessorPtr processor)
void RendererThreadWrapper::SetViewport(int width, int height)
{
QVariant v;
QMetaObject::invokeMethod(inner_, "ProcessShader", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QVariant, v),
Q_ARG(QVariant, texture),
OLIVE_NS_ARG(ColorProcessorPtr, processor));
return v;
QMetaObject::invokeMethod(inner_, "SetViewport", Qt::BlockingQueuedConnection,
Q_ARG(int, width),
Q_ARG(int, height));
}
VideoParams RendererThreadWrapper::GetParamsFromTexture(QVariant texture)
void RendererThreadWrapper::BlitColorManaged(ColorProcessorPtr color_processor, Renderer::Texture *source, Renderer::Texture *destination)
{
VideoParams p;
QMetaObject::invokeMethod(inner_, "BlitColorManaged", Qt::BlockingQueuedConnection,
OLIVE_NS_ARG(ColorProcessorPtr, color_processor),
OLIVE_NS_ARG(Renderer::Texture*, source),
OLIVE_NS_ARG(Renderer::Texture*, destination));
}
QMetaObject::invokeMethod(inner_, "GetParamsFromTexture", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(VideoParams, p),
Q_ARG(QVariant, texture));
return p;
}*/
void RendererThreadWrapper::Blit(Renderer::Texture *source, QVariant shader, Renderer::ShaderUniformMap parameters, Renderer::Texture *destination)
{
QMetaObject::invokeMethod(inner_, "Blit", Qt::BlockingQueuedConnection,
OLIVE_NS_ARG(Renderer::Texture*, source),
Q_ARG(QVariant, shader),
Q_ARG(Renderer::ShaderUniformMap, parameters),
OLIVE_NS_ARG(Renderer::Texture*, destination));
}
OLIVE_NAMESPACE_EXIT