cleaned up opengl backend
Removed some legacy code (that had been all commented out by now anyway)
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@@ -204,54 +204,6 @@ void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash)
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CacheNext();
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}
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/*void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash)
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{
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// Threads are all done now, time to proceed
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caching_ = false;
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DeferMap(time, hash);
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if (texture != nullptr) {
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// We received a texture, time to start downloading it
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QString fn = CachePathName(hash);
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} else {
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// There was no texture here, we must update the viewer
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DownloadThreadComplete(hash);
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}
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// If the connected output is using this time, signal it to update
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if (last_time_requested_ == time) {
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copy_buffer_.Bind();
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QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
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if (texture == nullptr) {
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// No texture, clear the master and push it
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f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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f->glClear(GL_COLOR_BUFFER_BIT);
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} else {
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texture->Bind();
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f->glViewport(0, 0, master_texture_->width(), master_texture_->height());
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olive::gl::Blit(copy_pipeline_);
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texture->Release();
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}
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copy_buffer_.Release();
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push_time_ = time;
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emit CachedFrameReady(time);
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}
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CacheNext();
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}*/
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void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash)
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{
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frame_cache()->SetHash(dep.in(), hash);
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@@ -271,38 +223,3 @@ void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash)
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ThreadSkippedFrame();
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}
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/*void OpenGLBackend::ThreadSkippedFrame(const rational& time, const QByteArray& hash)
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{
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caching_ = false;
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DeferMap(time, hash);
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if (!IsCaching(hash)) {
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DownloadThreadComplete(hash);
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// Signal output to update value
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emit CachedFrameReady(time);
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}
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CacheNext();
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}*/
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/*void OpenGLBackend::DownloadThreadComplete(const QByteArray &hash)
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{
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cache_hash_list_mutex_.lock();
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cache_hash_list_.removeAll(hash);
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cache_hash_list_mutex_.unlock();
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for (int i=0;i<deferred_maps_.size();i++) {
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const HashTimeMapping& deferred = deferred_maps_.at(i);
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if (deferred_maps_.at(i).hash == hash) {
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// Insert into hash map
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time_hash_map_.insert(deferred.time, deferred.hash);
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deferred_maps_.removeAt(i);
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i--;
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}
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}
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}*/
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@@ -126,7 +126,6 @@ QVariant OpenGLWorker::RunNodeAccelerated(NodeOutput *out)
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shader->setUniformValue(variable_location, input->value().value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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qDebug() << "Setting uniform value to matrix" << input->value().value<QMatrix4x4>();
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shader->setUniformValue(variable_location, input->value().value<QMatrix4x4>());
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break;
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case NodeInput::kColor:
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@@ -139,14 +138,17 @@ QVariant OpenGLWorker::RunNodeAccelerated(NodeOutput *out)
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case NodeInput::kFootage:
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{
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OpenGLTexturePtr texture = input->value().value<OpenGLTexturePtr>();
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//qDebug() << " Binding" << texture->texture() << "from" << input << "to GL_TEXTURE" << input_texture_count;
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
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if (texture == nullptr) {
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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} else {
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functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
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}
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// Set value to bound texture
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shader->setUniformValue(variable_location, input_texture_count);
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//qDebug() << " Setting" << input->id() << "to" << input_texture_count;
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input_texture_count++;
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break;
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