multicam: refactor to heavily optimize multicam monitor retrieval
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@@ -26,7 +26,9 @@ namespace olive {
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MulticamDisplay::MulticamDisplay(QWidget *parent) :
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super(parent),
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node_(nullptr)
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node_(nullptr),
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rows_(0),
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cols_(0)
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{
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}
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@@ -55,6 +57,113 @@ void MulticamDisplay::OnPaint()
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}
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}
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void MulticamDisplay::OnDestroy()
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{
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shader_ = QVariant();
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}
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TexturePtr MulticamDisplay::LoadCustomTextureFromFrame(const QVariant &v)
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{
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if (v.canConvert<QVector<TexturePtr> >()) {
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QVector<TexturePtr> tex = v.value<QVector<TexturePtr> >();
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TexturePtr main = renderer()->CreateTexture(this->GetViewportParams());
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int rows, cols;
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MultiCamNode::GetRowsAndColumns(tex.size(), &rows, &cols);
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if (shader_.isNull() || rows_ != rows || cols_ != cols) {
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if (!shader_.isNull()) {
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renderer()->DestroyNativeShader(shader_);
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}
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shader_ = renderer()->CreateNativeShader(ShaderCode(GenerateShaderCode(rows, cols)));
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rows_ = rows;
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cols_ = cols;
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}
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ShaderJob job;
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for (int i=0; i<tex.size(); i++) {
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int c, r;
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MultiCamNode::IndexToRowCols(i, rows, cols, &r, &c);
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job.Insert(QStringLiteral("tex_%1_%2").arg(QString::number(r), QString::number(c)), NodeValue(NodeValue::kTexture, tex.at(i)));
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}
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renderer()->BlitToTexture(shader_, job, main.get());
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return main;
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} else {
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return super::LoadCustomTextureFromFrame(v);
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}
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}
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QString dblToGlsl(double d)
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{
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return QString::number(d, 'f');
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}
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QString MulticamDisplay::GenerateShaderCode(int rows, int cols)
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{
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int multiplier = std::max(cols, rows);
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QStringList shader;
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shader.append(QStringLiteral("in vec2 ove_texcoord;"));
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shader.append(QStringLiteral("out vec4 frag_color;"));
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for (int x=0;x<cols;x++) {
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for (int y=0;y<rows;y++) {
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shader.append(QStringLiteral("uniform sampler2D tex_%1_%2;").arg(QString::number(y), QString::number(x)));
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shader.append(QStringLiteral("uniform bool tex_%1_%2_enabled;").arg(QString::number(y), QString::number(x)));
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}
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}
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shader.append(QStringLiteral("void main() {"));
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for (int x=0;x<cols;x++) {
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if (x > 0) {
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shader.append(QStringLiteral(" else"));
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}
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if (x == cols-1) {
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shader.append(QStringLiteral(" {"));
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} else {
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shader.append(QStringLiteral(" if (ove_texcoord.x < %1) {").arg(dblToGlsl(double(x+1)/double(multiplier))));
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}
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for (int y=0;y<rows;y++) {
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if (y > 0) {
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shader.append(QStringLiteral(" else"));
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}
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if (y == rows-1) {
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shader.append(QStringLiteral(" {"));
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} else {
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shader.append(QStringLiteral(" if (ove_texcoord.y < %1) {").arg(dblToGlsl(double(y+1)/double(multiplier))));
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}
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QString input = QStringLiteral("tex_%1_%2").arg(QString::number(y), QString::number(x));
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shader.append(QStringLiteral(" vec2 coord = vec2((ove_texcoord.x+%1)*%2, (ove_texcoord.y+%3)*%4);").arg(
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dblToGlsl( - double(x)/double(multiplier)),
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dblToGlsl(multiplier),
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dblToGlsl( - double(y)/double(multiplier)),
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dblToGlsl(multiplier)
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));
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shader.append(QStringLiteral(" if (%1_enabled && coord.x >= 0.0 && coord.x < 1.0 && coord.y >= 0.0 && coord.y < 1.0) {").arg(input));
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shader.append(QStringLiteral(" frag_color = texture(%1, coord);").arg(input));
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shader.append(QStringLiteral(" } else {"));
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shader.append(QStringLiteral(" discard;"));
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shader.append(QStringLiteral(" }"));
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shader.append(QStringLiteral(" }"));
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}
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shader.append(QStringLiteral(" }"));
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}
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shader.append(QStringLiteral("}"));
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return shader.join('\n');
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}
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void MulticamDisplay::SetMulticamNode(MultiCamNode *n)
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{
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node_ = n;
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