opengl: isolate all functions to one thread
This commit is contained in:
@@ -24,6 +24,8 @@ set(OLIVE_SOURCES
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render/backend/opengl/openglexporter.cpp
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render/backend/opengl/openglframebuffer.h
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render/backend/opengl/openglframebuffer.cpp
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render/backend/opengl/openglproxy.h
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render/backend/opengl/openglproxy.cpp
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render/backend/opengl/openglrenderfunctions.h
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render/backend/opengl/openglrenderfunctions.cpp
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render/backend/opengl/openglshader.h
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@@ -7,7 +7,8 @@
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OpenGLBackend::OpenGLBackend(QObject *parent) :
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VideoRenderBackend(parent),
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master_texture_(nullptr)
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master_texture_(nullptr),
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proxy_(nullptr)
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{
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}
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@@ -22,30 +23,41 @@ bool OpenGLBackend::InitInternal()
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return false;
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}
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QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
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proxy_ = new OpenGLProxy();
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proxy_->SetParameters(params());
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QThread* proxy_thread = new QThread();
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proxy_thread->start(QThread::LowPriority);
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proxy_->moveToThread(proxy_thread);
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if (share_ctx == nullptr) {
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qCritical() << "No active OpenGL context to connect to";
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if (!proxy_->Init()) {
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proxy_thread->quit();
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proxy_thread->wait();
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delete proxy_thread;
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delete proxy_;
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return false;
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}
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// Initiate one thread per CPU core
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for (int i=0;i<threads().size();i++) {
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// Create one processor object for each thread
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OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &texture_cache_, frame_cache());
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OpenGLWorker* processor = new OpenGLWorker(frame_cache());
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processor->SetParameters(params());
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processors_.append(processor);
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connect(processor, &OpenGLWorker::RequestFrameToValue, proxy_, &OpenGLProxy::FrameToValue, Qt::BlockingQueuedConnection);
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connect(processor, &OpenGLWorker::RequestTextureToBuffer, proxy_, &OpenGLProxy::TextureToBuffer, Qt::BlockingQueuedConnection);
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connect(processor, &OpenGLWorker::RequestRunNodeAccelerated, proxy_, &OpenGLProxy::RunNodeAccelerated, Qt::BlockingQueuedConnection);
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}
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// Create master texture (the one sent to the viewer)
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master_texture_ = std::make_shared<OpenGLTexture>();
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master_texture_->Create(share_ctx,
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master_texture_->Create(QOpenGLContext::currentContext(),
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params().effective_width(),
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params().effective_height(),
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params().format());
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// Create copy buffer/pipeline
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copy_buffer_.Create(share_ctx);
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copy_buffer_.Create(QOpenGLContext::currentContext());
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copy_pipeline_ = OpenGLShader::CreateDefault();
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return true;
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@@ -53,6 +65,11 @@ bool OpenGLBackend::InitInternal()
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void OpenGLBackend::CloseInternal()
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{
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if (proxy_) {
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delete proxy_;
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proxy_ = nullptr;
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}
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copy_buffer_.Destroy();
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copy_pipeline_ = nullptr;
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master_texture_ = nullptr;
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@@ -72,75 +89,11 @@ OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
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bool OpenGLBackend::CompileInternal()
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{
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if (!viewer_node() || !viewer_node()->texture_input()->IsConnected()) {
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// Nothing to be done, nothing to compile
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return true;
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}
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// Traverse node graph compiling where necessary
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QList<Node*> nodes = viewer_node()->GetDependencies();
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foreach (Node* n, nodes) {
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// Check if we have a shader or not
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if (!shader_cache_.Has(n->id())) {
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// Since we don't have a shader, compile one now
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// If the node has no code, it mustn't be GPU accelerated
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if (!n->IsAccelerated()) {
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// We enter a null shader so we don't try to compile this again
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shader_cache_.Add(n->id(), nullptr);
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} else {
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// Since we have shader code, compile it now
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OpenGLShaderPtr program;
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QString frag_code = n->AcceleratedCodeFragment();
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QString vert_code = n->AcceleratedCodeVertex();
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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}
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if (vert_code.isEmpty()) {
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vert_code = OpenGLShader::CodeDefaultVertex();
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}
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if (!(program = std::make_shared<OpenGLShader>())) {
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SetError(QStringLiteral("Failed to create OpenGL shader object"));
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return false;
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}
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if (!program->create()) {
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SetError(QStringLiteral("Failed to create OpenGL shader on device"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
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SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
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SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
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return false;
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}
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if (!program->link()) {
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SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
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return false;
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}
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shader_cache_.Add(n->id(), program);
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}
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}
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}
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return true;
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}
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void OpenGLBackend::DecompileInternal()
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{
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shader_cache_.Clear();
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}
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void OpenGLBackend::EmitCachedFrameReady(const rational &time, const QVariant &value, qint64 job_time)
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@@ -166,6 +119,8 @@ void OpenGLBackend::ParamsChangedEvent()
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params().effective_width(),
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params().effective_height(),
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params().format());
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proxy_->SetParameters(params());
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}
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}
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@@ -2,12 +2,12 @@
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#define OPENGLBACKEND_H
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#include "../videorenderbackend.h"
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#include "openglbackend.h"
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#include "openglframebuffer.h"
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#include "openglworker.h"
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#include "opengltexture.h"
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#include "opengltexturecache.h"
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#include "openglproxy.h"
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#include "openglshader.h"
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#include "openglshadercache.h"
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#include "opengltexture.h"
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#include "openglworker.h"
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class OpenGLBackend : public VideoRenderBackend
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{
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@@ -35,15 +35,13 @@ protected:
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private:
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OpenGLTexturePtr CopyTexture(OpenGLTexturePtr input);
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OpenGLShaderCache shader_cache_;
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OpenGLTextureCache texture_cache_;
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OpenGLTexturePtr master_texture_;
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OpenGLFramebuffer copy_buffer_;
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OpenGLShaderPtr copy_pipeline_;
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OpenGLProxy* proxy_;
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};
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#endif // OPENGLBACKEND_H
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@@ -0,0 +1,411 @@
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#include "openglproxy.h"
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#include <QThread>
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#include "common/clamp.h"
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#include "core.h"
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#include "node/block/transition/transition.h"
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#include "node/node.h"
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#include "openglcolorprocessor.h"
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#include "openglrenderfunctions.h"
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#include "render/colormanager.h"
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#include "render/pixelservice.h"
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OpenGLProxy::OpenGLProxy(QObject *parent) :
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QObject(parent),
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ctx_(nullptr),
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functions_(nullptr)
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{
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surface_.create();
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}
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OpenGLProxy::~OpenGLProxy()
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{
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surface_.destroy();
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}
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bool OpenGLProxy::Init()
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{
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// Create context object
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ctx_ = new QOpenGLContext();
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_->create()) {
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qWarning() << "Failed to create OpenGL context in thread" << thread();
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return false;
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}
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ctx_->moveToThread(this->thread());
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// The rest of the initialization needs to occur in the other thread, so we signal for it to start
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QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
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return true;
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}
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void OpenGLProxy::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
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{
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// Ensure stream is video or image type
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if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
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return;
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}
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ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
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// Set up OCIO context
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OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache_.Get(video_stream->colorspace()));
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if (!color_processor) {
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// 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
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color_processor = OpenGLColorProcessor::CreateOpenGL(video_stream->footage()->project()->color_manager()->GetConfig(),
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video_stream->colorspace(),
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OCIO::ROLE_SCENE_LINEAR);
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color_cache_.Add(video_stream->colorspace(), color_processor);
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}
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ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(video_params_.mode());
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// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
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if (ocio_method == ColorManager::kOCIOAccurate) {
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// If alpha is associated, disassociate for the color transform
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if (video_stream->premultiplied_alpha()) {
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ColorManager::DisassociateAlpha(frame);
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}
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// Convert frame to float for OCIO
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frame = PixelService::ConvertPixelFormat(frame, PixelFormat::PIX_FMT_RGBA32F);
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// Perform color transform
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color_processor->ConvertFrame(frame);
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// Associate alpha
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if (video_stream->premultiplied_alpha()) {
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ColorManager::ReassociateAlpha(frame);
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} else {
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ColorManager::AssociateAlpha(frame);
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}
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}
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VideoRenderingParams footage_params(frame->width(), frame->height(), stream->timebase(), frame->format(), video_params_.mode());
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OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_.Get(ctx_, footage_params, frame->data());
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if (ocio_method == ColorManager::kOCIOFast) {
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if (!color_processor->IsEnabled()) {
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color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
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}
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// Check frame aspect ratio
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if (frame->sample_aspect_ratio() != 1 && frame->sample_aspect_ratio() != 0) {
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int new_width = frame->width();
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int new_height = frame->height();
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// Scale the frame in a way that does not reduce the resolution
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if (frame->sample_aspect_ratio() > 1) {
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// Make wider
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new_width = qRound(static_cast<double>(new_width) * frame->sample_aspect_ratio().toDouble());
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} else {
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// Make taller
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new_height = qRound(static_cast<double>(new_height) / frame->sample_aspect_ratio().toDouble());
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}
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footage_params = VideoRenderingParams(new_width,
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new_height,
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footage_params.time_base(),
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footage_params.format(),
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footage_params.mode());
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}
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// Create destination texture
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OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_.Get(ctx_, footage_params);
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buffer_.Attach(associated_tex_ref->texture(), true);
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buffer_.Bind();
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footage_tex_ref->texture()->Bind();
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// Set viewport for texture size
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functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
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// Blit old texture to new texture through OCIO shader
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color_processor->ProcessOpenGL();
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footage_tex_ref->texture()->Release();
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buffer_.Release();
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buffer_.Detach();
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footage_tex_ref = associated_tex_ref;
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}
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table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex_ref));
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}
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void OpenGLProxy::Close()
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{
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shader_cache_.Clear();
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buffer_.Destroy();
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functions_ = nullptr;
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delete ctx_;
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}
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void OpenGLProxy::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable *output_params)
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{
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if (!node->IsAccelerated()) {
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return;
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}
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OpenGLShaderPtr shader = shader_cache_.Get(node->id());
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if (!shader) {
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// Since we have shader code, compile it now
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QString frag_code = node->AcceleratedCodeFragment();
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QString vert_code = node->AcceleratedCodeVertex();
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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}
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if (vert_code.isEmpty()) {
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vert_code = OpenGLShader::CodeDefaultVertex();
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}
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shader = std::make_shared<OpenGLShader>();
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shader->create();
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shader->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code);
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shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code);
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shader->link();
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shader_cache_.Add(node->id(), shader);
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}
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// Create the output textures
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QList<OpenGLTextureCache::ReferencePtr> dst_refs;
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dst_refs.append(texture_cache_.Get(ctx_, video_params_));
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GLuint iterative_input = 0;
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// If this node requires multiple iterations, get a texture for it too
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if (node->AcceleratedCodeIterations() > 1 && node->AcceleratedCodeIterativeInput()) {
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dst_refs.append(texture_cache_.Get(ctx_, video_params_));
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}
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// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
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shader->bind();
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unsigned int input_texture_count = 0;
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foreach (NodeParam* param, node->parameters()) {
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if (param->type() == NodeParam::kInput) {
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// See if the shader has takes this parameter as an input
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int variable_location = shader->uniformLocation(param->id());
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if (variable_location > -1) {
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// This variable is used in the shader, let's set it to our value
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NodeInput* input = static_cast<NodeInput*>(param);
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// Get value from database at this input
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const NodeValueTable& input_data = input_params[input];
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QVariant value = node->InputValueFromTable(input, input_data);
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switch (input->data_type()) {
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case NodeInput::kInt:
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shader->setUniformValue(variable_location, value.toInt());
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break;
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case NodeInput::kFloat:
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shader->setUniformValue(variable_location, value.toFloat());
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break;
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case NodeInput::kVec2:
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shader->setUniformValue(variable_location, value.value<QVector2D>());
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break;
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case NodeInput::kVec3:
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shader->setUniformValue(variable_location, value.value<QVector3D>());
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break;
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case NodeInput::kVec4:
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shader->setUniformValue(variable_location, value.value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
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break;
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case NodeInput::kColor:
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shader->setUniformValue(variable_location, value.value<QColor>());
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break;
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case NodeInput::kBoolean:
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shader->setUniformValue(variable_location, value.toBool());
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break;
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case NodeInput::kFootage:
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case NodeInput::kTexture:
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case NodeInput::kBuffer:
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{
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OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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GLuint tex_id = texture ? texture->texture()->texture() : 0;
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functions_->glBindTexture(GL_TEXTURE_2D, tex_id);
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// Set value to bound texture
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shader->setUniformValue(variable_location, input_texture_count);
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// Set enable flag if shader wants it
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int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(input->id()));
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if (enable_param_location > -1) {
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shader->setUniformValue(enable_param_location,
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tex_id > 0);
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}
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if (tex_id > 0) {
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// Set texture resolution if shader wants it
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int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(input->id()));
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if (res_param_location > -1) {
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shader->setUniformValue(res_param_location,
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static_cast<GLfloat>(texture->texture()->width()),
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static_cast<GLfloat>(texture->texture()->height()));
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}
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}
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// If this texture binding is the iterative input, set it here
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if (input == node->AcceleratedCodeIterativeInput()) {
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iterative_input = input_texture_count;
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}
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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input_texture_count++;
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break;
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}
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case NodeInput::kSamples:
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case NodeInput::kText:
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case NodeInput::kRational:
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case NodeInput::kFont:
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case NodeInput::kFile:
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case NodeInput::kDecimal:
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case NodeInput::kWholeNumber:
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case NodeInput::kNumber:
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case NodeInput::kString:
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case NodeInput::kVector:
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case NodeInput::kNone:
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case NodeInput::kAny:
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break;
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}
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}
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}
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}
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|
||||
// 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 ¶ms)
|
||||
{
|
||||
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_);
|
||||
}
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)) {
|
||||
|
||||
Reference in New Issue
Block a user