multicam: refactor to heavily optimize multicam monitor retrieval

This commit is contained in:
itsmattkc
2022-09-29 17:50:09 -07:00
parent 63163ba23e
commit 6e183fe4be
25 changed files with 300 additions and 162 deletions
+4 -93
View File
@@ -17,8 +17,6 @@ MultiCamNode::MultiCamNode()
AddInput(kSourcesInput, NodeValue::kNone, InputFlags(kInputFlagNotKeyframable | kInputFlagArray));
SetInputProperty(kSourcesInput, QStringLiteral("arraystart"), 1);
monitor_ = false;
}
QString MultiCamNode::Name() const
@@ -43,7 +41,7 @@ QString MultiCamNode::Description() const
Node::ActiveElements MultiCamNode::GetActiveElementsAtTime(const QString &input, const TimeRange &r) const
{
if (input == kSourcesInput && !monitor_) {
if (input == kSourcesInput) {
Node::ActiveElements a;
a.add(GetCurrentSource());
return a;
@@ -52,98 +50,11 @@ Node::ActiveElements MultiCamNode::GetActiveElementsAtTime(const QString &input,
}
}
QString dblToGlsl(double d)
{
return QString::number(d, 'f');
}
ShaderCode MultiCamNode::GetShaderCode(const ShaderRequest &id) const
{
QStringList pieces = id.id.split(',');
int rows = pieces.at(0).toInt();
int cols = pieces.at(1).toInt();
int multiplier = std::max(cols, rows);
QStringList shader;
shader.append(QStringLiteral("in vec2 ove_texcoord;"));
shader.append(QStringLiteral("out vec4 frag_color;"));
for (int x=0;x<cols;x++) {
for (int y=0;y<rows;y++) {
shader.append(QStringLiteral("uniform sampler2D tex_%1_%2;").arg(QString::number(y), QString::number(x)));
shader.append(QStringLiteral("uniform bool tex_%1_%2_enabled;").arg(QString::number(y), QString::number(x)));
}
}
shader.append(QStringLiteral("void main() {"));
for (int x=0;x<cols;x++) {
if (x > 0) {
shader.append(QStringLiteral(" else"));
}
if (x == cols-1) {
shader.append(QStringLiteral(" {"));
} else {
shader.append(QStringLiteral(" if (ove_texcoord.x < %1) {").arg(dblToGlsl(double(x+1)/double(multiplier))));
}
for (int y=0;y<rows;y++) {
if (y > 0) {
shader.append(QStringLiteral(" else"));
}
if (y == rows-1) {
shader.append(QStringLiteral(" {"));
} else {
shader.append(QStringLiteral(" if (ove_texcoord.y < %1) {").arg(dblToGlsl(double(y+1)/double(multiplier))));
}
QString input = QStringLiteral("tex_%1_%2").arg(QString::number(y), QString::number(x));
shader.append(QStringLiteral(" vec2 coord = vec2((ove_texcoord.x+%1)*%2, (ove_texcoord.y+%3)*%4);").arg(
dblToGlsl( - double(x)/double(multiplier)),
dblToGlsl(multiplier),
dblToGlsl( - double(y)/double(multiplier)),
dblToGlsl(multiplier)
));
shader.append(QStringLiteral(" if (%1_enabled && coord.x >= 0.0 && coord.x < 1.0 && coord.y >= 0.0 && coord.y < 1.0) {").arg(input));
shader.append(QStringLiteral(" frag_color = texture(%1, coord);").arg(input));
shader.append(QStringLiteral(" } else {"));
shader.append(QStringLiteral(" discard;"));
shader.append(QStringLiteral(" }"));
shader.append(QStringLiteral(" }"));
}
shader.append(QStringLiteral(" }"));
}
shader.append(QStringLiteral("}"));
return ShaderCode(shader.join('\n'));
}
void MultiCamNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
{
if (!monitor_) {
NodeValueArray arr = value[kSourcesInput].toArray();
if (!arr.empty()) {
table->Push(arr.begin()->second);
}
} else {
NodeValueArray arr = value[kSourcesInput].toArray();
int rows, cols;
GetRowsAndColumns(arr.size(), &rows, &cols);
ShaderJob job;
job.SetShaderID(QStringLiteral("%1,%2").arg(QString::number(rows), QString::number(cols)));
for (int i=0; i<int(arr.size()); i++) {
int c, r;
IndexToRowCols(i, rows, cols, &r, &c);
job.Insert(QStringLiteral("tex_%1_%2").arg(QString::number(r), QString::number(c)), arr[i]);
}
table->Push(NodeValue::kTexture, Texture::Job(globals.vparams(), job), this);
NodeValueArray arr = value[kSourcesInput].toArray();
if (!arr.empty()) {
table->Push(arr.begin()->second);
}
}