opengl: isolate all functions to one thread

This commit is contained in:
itsmattkc
2020-02-03 18:14:58 +11:00
parent 776cfd87c8
commit 91f1be90a9
8 changed files with 532 additions and 497 deletions
+2
View File
@@ -24,6 +24,8 @@ set(OLIVE_SOURCES
render/backend/opengl/openglexporter.cpp
render/backend/opengl/openglframebuffer.h
render/backend/opengl/openglframebuffer.cpp
render/backend/opengl/openglproxy.h
render/backend/opengl/openglproxy.cpp
render/backend/opengl/openglrenderfunctions.h
render/backend/opengl/openglrenderfunctions.cpp
render/backend/opengl/openglshader.h
+26 -71
View File
@@ -7,7 +7,8 @@
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent),
master_texture_(nullptr)
master_texture_(nullptr),
proxy_(nullptr)
{
}
@@ -22,30 +23,41 @@ bool OpenGLBackend::InitInternal()
return false;
}
QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
proxy_ = new OpenGLProxy();
proxy_->SetParameters(params());
QThread* proxy_thread = new QThread();
proxy_thread->start(QThread::LowPriority);
proxy_->moveToThread(proxy_thread);
if (share_ctx == nullptr) {
qCritical() << "No active OpenGL context to connect to";
if (!proxy_->Init()) {
proxy_thread->quit();
proxy_thread->wait();
delete proxy_thread;
delete proxy_;
return false;
}
// Initiate one thread per CPU core
for (int i=0;i<threads().size();i++) {
// Create one processor object for each thread
OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &texture_cache_, frame_cache());
OpenGLWorker* processor = new OpenGLWorker(frame_cache());
processor->SetParameters(params());
processors_.append(processor);
connect(processor, &OpenGLWorker::RequestFrameToValue, proxy_, &OpenGLProxy::FrameToValue, Qt::BlockingQueuedConnection);
connect(processor, &OpenGLWorker::RequestTextureToBuffer, proxy_, &OpenGLProxy::TextureToBuffer, Qt::BlockingQueuedConnection);
connect(processor, &OpenGLWorker::RequestRunNodeAccelerated, proxy_, &OpenGLProxy::RunNodeAccelerated, Qt::BlockingQueuedConnection);
}
// Create master texture (the one sent to the viewer)
master_texture_ = std::make_shared<OpenGLTexture>();
master_texture_->Create(share_ctx,
master_texture_->Create(QOpenGLContext::currentContext(),
params().effective_width(),
params().effective_height(),
params().format());
// Create copy buffer/pipeline
copy_buffer_.Create(share_ctx);
copy_buffer_.Create(QOpenGLContext::currentContext());
copy_pipeline_ = OpenGLShader::CreateDefault();
return true;
@@ -53,6 +65,11 @@ bool OpenGLBackend::InitInternal()
void OpenGLBackend::CloseInternal()
{
if (proxy_) {
delete proxy_;
proxy_ = nullptr;
}
copy_buffer_.Destroy();
copy_pipeline_ = nullptr;
master_texture_ = nullptr;
@@ -72,75 +89,11 @@ OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
bool OpenGLBackend::CompileInternal()
{
if (!viewer_node() || !viewer_node()->texture_input()->IsConnected()) {
// Nothing to be done, nothing to compile
return true;
}
// Traverse node graph compiling where necessary
QList<Node*> nodes = viewer_node()->GetDependencies();
foreach (Node* n, nodes) {
// Check if we have a shader or not
if (!shader_cache_.Has(n->id())) {
// Since we don't have a shader, compile one now
// If the node has no code, it mustn't be GPU accelerated
if (!n->IsAccelerated()) {
// We enter a null shader so we don't try to compile this again
shader_cache_.Add(n->id(), nullptr);
} else {
// Since we have shader code, compile it now
OpenGLShaderPtr program;
QString frag_code = n->AcceleratedCodeFragment();
QString vert_code = n->AcceleratedCodeVertex();
if (frag_code.isEmpty()) {
frag_code = OpenGLShader::CodeDefaultFragment();
}
if (vert_code.isEmpty()) {
vert_code = OpenGLShader::CodeDefaultVertex();
}
if (!(program = std::make_shared<OpenGLShader>())) {
SetError(QStringLiteral("Failed to create OpenGL shader object"));
return false;
}
if (!program->create()) {
SetError(QStringLiteral("Failed to create OpenGL shader on device"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
return false;
}
if (!program->link()) {
SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
return false;
}
shader_cache_.Add(n->id(), program);
}
}
}
return true;
}
void OpenGLBackend::DecompileInternal()
{
shader_cache_.Clear();
}
void OpenGLBackend::EmitCachedFrameReady(const rational &time, const QVariant &value, qint64 job_time)
@@ -166,6 +119,8 @@ void OpenGLBackend::ParamsChangedEvent()
params().effective_width(),
params().effective_height(),
params().format());
proxy_->SetParameters(params());
}
}
+6 -8
View File
@@ -2,12 +2,12 @@
#define OPENGLBACKEND_H
#include "../videorenderbackend.h"
#include "openglbackend.h"
#include "openglframebuffer.h"
#include "openglworker.h"
#include "opengltexture.h"
#include "opengltexturecache.h"
#include "openglproxy.h"
#include "openglshader.h"
#include "openglshadercache.h"
#include "opengltexture.h"
#include "openglworker.h"
class OpenGLBackend : public VideoRenderBackend
{
@@ -35,15 +35,13 @@ protected:
private:
OpenGLTexturePtr CopyTexture(OpenGLTexturePtr input);
OpenGLShaderCache shader_cache_;
OpenGLTextureCache texture_cache_;
OpenGLTexturePtr master_texture_;
OpenGLFramebuffer copy_buffer_;
OpenGLShaderPtr copy_pipeline_;
OpenGLProxy* proxy_;
};
#endif // OPENGLBACKEND_H
+411
View File
@@ -0,0 +1,411 @@
#include "openglproxy.h"
#include <QThread>
#include "common/clamp.h"
#include "core.h"
#include "node/block/transition/transition.h"
#include "node/node.h"
#include "openglcolorprocessor.h"
#include "openglrenderfunctions.h"
#include "render/colormanager.h"
#include "render/pixelservice.h"
OpenGLProxy::OpenGLProxy(QObject *parent) :
QObject(parent),
ctx_(nullptr),
functions_(nullptr)
{
surface_.create();
}
OpenGLProxy::~OpenGLProxy()
{
surface_.destroy();
}
bool OpenGLProxy::Init()
{
// Create context object
ctx_ = new QOpenGLContext();
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_->create()) {
qWarning() << "Failed to create OpenGL context in thread" << thread();
return false;
}
ctx_->moveToThread(this->thread());
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
void OpenGLProxy::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
// Ensure stream is video or image type
if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
return;
}
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
// Set up OCIO context
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache_.Get(video_stream->colorspace()));
if (!color_processor) {
// FIXME: We match with the colorspace string, but this won't change if the user sets a new config with a colorspace with the same string
color_processor = OpenGLColorProcessor::CreateOpenGL(video_stream->footage()->project()->color_manager()->GetConfig(),
video_stream->colorspace(),
OCIO::ROLE_SCENE_LINEAR);
color_cache_.Add(video_stream->colorspace(), color_processor);
}
ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(video_params_.mode());
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (ocio_method == ColorManager::kOCIOAccurate) {
// If alpha is associated, disassociate for the color transform
if (video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Convert frame to float for OCIO
frame = PixelService::ConvertPixelFormat(frame, PixelFormat::PIX_FMT_RGBA32F);
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
VideoRenderingParams footage_params(frame->width(), frame->height(), stream->timebase(), frame->format(), video_params_.mode());
OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_.Get(ctx_, footage_params, frame->data());
if (ocio_method == ColorManager::kOCIOFast) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
// Check frame aspect ratio
if (frame->sample_aspect_ratio() != 1 && frame->sample_aspect_ratio() != 0) {
int new_width = frame->width();
int new_height = frame->height();
// Scale the frame in a way that does not reduce the resolution
if (frame->sample_aspect_ratio() > 1) {
// Make wider
new_width = qRound(static_cast<double>(new_width) * frame->sample_aspect_ratio().toDouble());
} else {
// Make taller
new_height = qRound(static_cast<double>(new_height) / frame->sample_aspect_ratio().toDouble());
}
footage_params = VideoRenderingParams(new_width,
new_height,
footage_params.time_base(),
footage_params.format(),
footage_params.mode());
}
// Create destination texture
OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_.Get(ctx_, footage_params);
buffer_.Attach(associated_tex_ref->texture(), true);
buffer_.Bind();
footage_tex_ref->texture()->Bind();
// Set viewport for texture size
functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex_ref->texture()->Release();
buffer_.Release();
buffer_.Detach();
footage_tex_ref = associated_tex_ref;
}
table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex_ref));
}
void OpenGLProxy::Close()
{
shader_cache_.Clear();
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
void OpenGLProxy::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable *output_params)
{
if (!node->IsAccelerated()) {
return;
}
OpenGLShaderPtr shader = shader_cache_.Get(node->id());
if (!shader) {
// Since we have shader code, compile it now
QString frag_code = node->AcceleratedCodeFragment();
QString vert_code = node->AcceleratedCodeVertex();
if (frag_code.isEmpty()) {
frag_code = OpenGLShader::CodeDefaultFragment();
}
if (vert_code.isEmpty()) {
vert_code = OpenGLShader::CodeDefaultVertex();
}
shader = std::make_shared<OpenGLShader>();
shader->create();
shader->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code);
shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code);
shader->link();
shader_cache_.Add(node->id(), shader);
}
// Create the output textures
QList<OpenGLTextureCache::ReferencePtr> dst_refs;
dst_refs.append(texture_cache_.Get(ctx_, video_params_));
GLuint iterative_input = 0;
// If this node requires multiple iterations, get a texture for it too
if (node->AcceleratedCodeIterations() > 1 && node->AcceleratedCodeIterativeInput()) {
dst_refs.append(texture_cache_.Get(ctx_, video_params_));
}
// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
shader->bind();
unsigned int input_texture_count = 0;
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(param->id());
if (variable_location > -1) {
// This variable is used in the shader, let's set it to our value
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = input_params[input];
QVariant value = node->InputValueFromTable(input, input_data);
switch (input->data_type()) {
case NodeInput::kInt:
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
shader->setUniformValue(variable_location, value.value<QVector2D>());
break;
case NodeInput::kVec3:
shader->setUniformValue(variable_location, value.value<QVector3D>());
break;
case NodeInput::kVec4:
shader->setUniformValue(variable_location, value.value<QVector4D>());
break;
case NodeInput::kMatrix:
shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
break;
case NodeInput::kColor:
shader->setUniformValue(variable_location, value.value<QColor>());
break;
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kFootage:
case NodeInput::kTexture:
case NodeInput::kBuffer:
{
OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
GLuint tex_id = texture ? texture->texture()->texture() : 0;
functions_->glBindTexture(GL_TEXTURE_2D, tex_id);
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
// Set enable flag if shader wants it
int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(input->id()));
if (enable_param_location > -1) {
shader->setUniformValue(enable_param_location,
tex_id > 0);
}
if (tex_id > 0) {
// Set texture resolution if shader wants it
int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(input->id()));
if (res_param_location > -1) {
shader->setUniformValue(res_param_location,
static_cast<GLfloat>(texture->texture()->width()),
static_cast<GLfloat>(texture->texture()->height()));
}
}
// If this texture binding is the iterative input, set it here
if (input == node->AcceleratedCodeIterativeInput()) {
iterative_input = input_texture_count;
}
OpenGLRenderFunctions::PrepareToDraw(functions_);
input_texture_count++;
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kWholeNumber:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kVector:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
}
}
// Set up OpenGL parameters as necessary
functions_->glViewport(0, 0, video_params_.effective_width(), video_params_.effective_height());
// Provide some standard args
shader->setUniformValue("ove_resolution",
static_cast<GLfloat>(video_params_.width()),
static_cast<GLfloat>(video_params_.height()));
if (node->IsBlock() && static_cast<const Block*>(node)->type() == Block::kTransition) {
const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
// Provides total transition progress from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_all", static_cast<GLfloat>(transition_node->GetTotalProgress(range.in())));
// Provides progress of out section from 1.0 (start) - 0.0 (end)
shader->setUniformValue("ove_tprog_out", static_cast<GLfloat>(transition_node->GetOutProgress(range.in())));
// Provides progress of in section from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_in", static_cast<GLfloat>(transition_node->GetInProgress(range.in())));
}
// Some nodes use multiple iterations for optimization
OpenGLTextureCache::ReferencePtr output_tex;
for (int iteration=0;iteration<node->AcceleratedCodeIterations();iteration++) {
// If this is not the first iteration, set the parameter that will receive the last iteration's texture
OpenGLTextureCache::ReferencePtr source_tex = dst_refs.at((iteration+1)%dst_refs.size());
OpenGLTextureCache::ReferencePtr destination_tex = dst_refs.at(iteration%dst_refs.size());
// Set iteration number
shader->bind();
shader->setUniformValue("ove_iteration", iteration);
shader->release();
if (iteration > 0) {
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
functions_->glBindTexture(GL_TEXTURE_2D, source_tex->texture()->texture());
}
buffer_.Attach(destination_tex->texture(), true);
buffer_.Bind();
// Blit this texture through this shader
OpenGLRenderFunctions::Blit(shader);
buffer_.Release();
buffer_.Detach();
// Update output reference to the last texture we wrote to
output_tex = destination_tex;
}
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
// Release texture here
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
shader->release();
output_params->Push(NodeParam::kTexture, QVariant::fromValue(output_tex));
}
void OpenGLProxy::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
PixelFormat::Info format_info = PixelService::GetPixelFormatInfo(video_params_.format());
texture->texture()->Lock();
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture->texture());
buffer_.Bind();
f->glReadPixels(0,
0,
video_params_.effective_width(),
video_params_.effective_height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
buffer_.Release();
buffer_.Detach();
texture->texture()->Unlock();
}
void OpenGLProxy::SetParameters(const VideoRenderingParams &params)
{
video_params_ = params;
if (functions_ != nullptr && video_params_.is_valid()) {
functions_->glViewport(0, 0, video_params_.effective_width(), video_params_.effective_height());
}
}
void OpenGLProxy::FinishInit()
{
// Make context current on that surface
if (!ctx_->makeCurrent(&surface_)) {
qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
return;
}
// Store OpenGL functions instance
functions_ = ctx_->functions();
functions_->glBlendFunc(GL_ONE, GL_ZERO);
SetParameters(video_params_);
buffer_.Create(ctx_);
}
+73
View File
@@ -0,0 +1,73 @@
#ifndef OPENGLPROXY_H
#define OPENGLPROXY_H
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
#include "opengltexturecache.h"
class OpenGLProxy : public QObject {
Q_OBJECT
public:
OpenGLProxy(QObject* parent = nullptr);
virtual ~OpenGLProxy() override;
/**
* @brief Initialize OpenGL instance in whatever thread this object is a part of
*
* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
* platforms.
*
* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
* thread) is because different platforms have different rules about creating a share context with a context that
* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
* haven't found any reliable way to prevent the main thread from making it current again before initialization is
* complete other than blocking it entirely.
*
* To get around this, we create all share contexts in the main thread and then move them to the other thread
* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
* the main thread from using the context during initialization and preventing more than one shared context being made
* at the same time (which may or may not actually make a difference).
*/
bool Init();
void Close();
void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table);
void RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params);
void TextureToBuffer(const QVariant& texture, QByteArray& buffer);
void SetParameters(const VideoRenderingParams& params);
private:
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
ColorProcessorCache color_cache_;
VideoRenderingParams video_params_;
OpenGLShaderCache shader_cache_;
OpenGLTextureCache texture_cache_;
private slots:
void FinishInit();
};
#endif // OPENGLPROXY_H
+5 -368
View File
@@ -9,385 +9,22 @@
#include "render/colormanager.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, OpenGLTextureCache *texture_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(frame_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
shader_cache_(shader_cache),
texture_cache_(texture_cache)
OpenGLWorker::OpenGLWorker(VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(frame_cache, parent)
{
surface_.create();
}
OpenGLWorker::~OpenGLWorker()
{
surface_.destroy();
}
bool OpenGLWorker::InitInternal()
{
if (!VideoRenderWorker::InitInternal()) {
return false;
}
// Create context object
ctx_ = new QOpenGLContext();
// Set share context
ctx_->setShareContext(share_ctx_);
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_->create()) {
qWarning() << "Failed to create OpenGL context in thread" << thread();
return false;
}
ctx_->moveToThread(this->thread());
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
void OpenGLWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
// Ensure stream is video or image type
if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
return;
}
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
// Set up OCIO context
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache()->Get(video_stream->colorspace()));
if (!color_processor) {
// FIXME: We match with the colorspace string, but this won't change if the user sets a new config with a colorspace with the same string
color_processor = OpenGLColorProcessor::CreateOpenGL(video_stream->footage()->project()->color_manager()->GetConfig(),
video_stream->colorspace(),
OCIO::ROLE_SCENE_LINEAR);
color_cache()->Add(video_stream->colorspace(), color_processor);
}
ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(video_params().mode());
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (ocio_method == ColorManager::kOCIOAccurate) {
// If alpha is associated, disassociate for the color transform
if (video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Convert frame to float for OCIO
frame = PixelService::ConvertPixelFormat(frame, PixelFormat::PIX_FMT_RGBA32F);
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
VideoRenderingParams footage_params(frame->width(), frame->height(), stream->timebase(), frame->format(), video_params().mode());
OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_->Get(ctx_, footage_params, frame->data());
if (ocio_method == ColorManager::kOCIOFast) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
// Check frame aspect ratio
if (frame->sample_aspect_ratio() != 1 && frame->sample_aspect_ratio() != 0) {
int new_width = frame->width();
int new_height = frame->height();
// Scale the frame in a way that does not reduce the resolution
if (frame->sample_aspect_ratio() > 1) {
// Make wider
new_width = qRound(static_cast<double>(new_width) * frame->sample_aspect_ratio().toDouble());
} else {
// Make taller
new_height = qRound(static_cast<double>(new_height) / frame->sample_aspect_ratio().toDouble());
}
footage_params = VideoRenderingParams(new_width,
new_height,
footage_params.time_base(),
footage_params.format(),
footage_params.mode());
}
// Create destination texture
OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_->Get(ctx_, footage_params);
buffer_.Attach(associated_tex_ref->texture(), true);
buffer_.Bind();
footage_tex_ref->texture()->Bind();
// Set viewport for texture size
functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex_ref->texture()->Release();
buffer_.Release();
buffer_.Detach();
footage_tex_ref = associated_tex_ref;
}
table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex_ref));
}
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
void OpenGLWorker::ParametersChangedEvent()
{
if (functions_ != nullptr && video_params().is_valid()) {
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
}
emit RequestFrameToValue(stream, frame, table);
}
void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable *output_params)
{
OpenGLShaderPtr shader = shader_cache_->Get(node->id());
if (!shader) {
return;
}
// Create the output textures
QList<OpenGLTextureCache::ReferencePtr> dst_refs;
dst_refs.append(texture_cache_->Get(ctx_, video_params()));
GLuint iterative_input = 0;
// If this node requires multiple iterations, get a texture for it too
if (node->AcceleratedCodeIterations() > 1 && node->AcceleratedCodeIterativeInput()) {
dst_refs.append(texture_cache_->Get(ctx_, video_params()));
}
// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
shader->bind();
unsigned int input_texture_count = 0;
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(param->id());
if (variable_location > -1) {
// This variable is used in the shader, let's set it to our value
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = input_params[input];
QVariant value = node->InputValueFromTable(input, input_data);
switch (input->data_type()) {
case NodeInput::kInt:
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
shader->setUniformValue(variable_location, value.value<QVector2D>());
break;
case NodeInput::kVec3:
shader->setUniformValue(variable_location, value.value<QVector3D>());
break;
case NodeInput::kVec4:
shader->setUniformValue(variable_location, value.value<QVector4D>());
break;
case NodeInput::kMatrix:
shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
break;
case NodeInput::kColor:
shader->setUniformValue(variable_location, value.value<QColor>());
break;
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kFootage:
case NodeInput::kTexture:
case NodeInput::kBuffer:
{
OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
GLuint tex_id = texture ? texture->texture()->texture() : 0;
functions_->glBindTexture(GL_TEXTURE_2D, tex_id);
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
// Set enable flag if shader wants it
int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(input->id()));
if (enable_param_location > -1) {
shader->setUniformValue(enable_param_location,
tex_id > 0);
}
if (tex_id > 0) {
// Set texture resolution if shader wants it
int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(input->id()));
if (res_param_location > -1) {
shader->setUniformValue(res_param_location,
static_cast<GLfloat>(texture->texture()->width()),
static_cast<GLfloat>(texture->texture()->height()));
}
}
// If this texture binding is the iterative input, set it here
if (input == node->AcceleratedCodeIterativeInput()) {
iterative_input = input_texture_count;
}
OpenGLRenderFunctions::PrepareToDraw(functions_);
input_texture_count++;
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kWholeNumber:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kVector:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
}
}
// Set up OpenGL parameters as necessary
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
// Provide some standard args
shader->setUniformValue("ove_resolution",
static_cast<GLfloat>(video_params().width()),
static_cast<GLfloat>(video_params().height()));
if (node->IsBlock() && static_cast<const Block*>(node)->type() == Block::kTransition) {
const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
// Provides total transition progress from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_all", static_cast<GLfloat>(transition_node->GetTotalProgress(range.in())));
// Provides progress of out section from 1.0 (start) - 0.0 (end)
shader->setUniformValue("ove_tprog_out", static_cast<GLfloat>(transition_node->GetOutProgress(range.in())));
// Provides progress of in section from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_in", static_cast<GLfloat>(transition_node->GetInProgress(range.in())));
}
// Some nodes use multiple iterations for optimization
OpenGLTextureCache::ReferencePtr output_tex;
for (int iteration=0;iteration<node->AcceleratedCodeIterations();iteration++) {
// If this is not the first iteration, set the parameter that will receive the last iteration's texture
OpenGLTextureCache::ReferencePtr source_tex = dst_refs.at((iteration+1)%dst_refs.size());
OpenGLTextureCache::ReferencePtr destination_tex = dst_refs.at(iteration%dst_refs.size());
// Set iteration number
shader->bind();
shader->setUniformValue("ove_iteration", iteration);
shader->release();
if (iteration > 0) {
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
functions_->glBindTexture(GL_TEXTURE_2D, source_tex->texture()->texture());
}
buffer_.Attach(destination_tex->texture(), true);
buffer_.Bind();
// Blit this texture through this shader
OpenGLRenderFunctions::Blit(shader);
buffer_.Release();
buffer_.Detach();
// Update output reference to the last texture we wrote to
output_tex = destination_tex;
}
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
// Release texture here
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
shader->release();
output_params->Push(NodeParam::kTexture, QVariant::fromValue(output_tex));
emit RequestRunNodeAccelerated(node, range, input_params, output_params);
}
void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
PixelFormat::Info format_info = PixelService::GetPixelFormatInfo(video_params().format());
texture->texture()->Lock();
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture->texture());
buffer_.Bind();
f->glReadPixels(0,
0,
video_params().effective_width(),
video_params().effective_height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
buffer_.Release();
buffer_.Detach();
texture->texture()->Unlock();
}
void OpenGLWorker::FinishInit()
{
// Make context current on that surface
if (!ctx_->makeCurrent(&surface_)) {
qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
return;
}
// Store OpenGL functions instance
functions_ = ctx_->functions();
functions_->glBlendFunc(GL_ONE, GL_ZERO);
ParametersChangedEvent();
buffer_.Create(ctx_);
emit RequestTextureToBuffer(tex_in, buffer);
}
+7 -49
View File
@@ -12,65 +12,23 @@
class OpenGLWorker : public VideoRenderWorker {
Q_OBJECT
public:
OpenGLWorker(QOpenGLContext* share_ctx,
OpenGLShaderCache* shader_cache,
OpenGLTextureCache* texture_cache,
VideoRenderFrameCache* frame_cache,
OpenGLWorker(VideoRenderFrameCache* frame_cache,
QObject* parent = nullptr);
virtual ~OpenGLWorker() override;
signals:
void RequestFrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table);
void RequestRunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params);
void RequestTextureToBuffer(const QVariant& texture, QByteArray& buffer);
protected:
/**
* @brief Initialize OpenGL instance in whatever thread this object is a part of
*
* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
* platforms.
*
* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
* thread) is because different platforms have different rules about creating a share context with a context that
* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
* haven't found any reliable way to prevent the main thread from making it current again before initialization is
* complete other than blocking it entirely.
*
* To get around this, we create all share contexts in the main thread and then move them to the other thread
* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
* the main thread from using the context during initialization and preventing more than one shared context being made
* at the same time (which may or may not actually make a difference).
*/
virtual bool InitInternal() override;
virtual void CloseInternal() override;
virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params) override;
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) override;
virtual void ParametersChangedEvent() override;
private:
QOpenGLContext* share_ctx_;
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
OpenGLShaderCache* shader_cache_;
OpenGLTextureCache* texture_cache_;
private slots:
void FinishInit();
};
#endif // OPENGLPROCESSOR_H
+2 -1
View File
@@ -294,7 +294,8 @@ TimeRange VideoRenderBackend::PopNextFrameFromQueue()
void VideoRenderBackend::ThreadCompletedFrame(NodeDependency path, qint64 job_time, QByteArray hash, QVariant value)
{
if (!only_signal_last_frame_requested_ || last_time_requested_ == path.in() || frame_cache_.TimeToHash(last_time_requested_) == hash) {
EmitCachedFrameReady(path.in(), value, job_time);
Q_UNUSED(job_time)
//EmitCachedFrameReady(path.in(), value, job_time);
}
if (!(operating_mode_ & VideoRenderWorker::kDownloadOnly)) {