The Waveform, Vectorscope and Histogram panels were black when running on
the Vulkan / backend-neutral render path because ScopeBase::OnPaint()
returned early with a TODO. The viewer emits GPU textures that live in the
viewer's own renderer; on Vulkan each ManagedDisplayWidget has a separate
device, so those textures cannot be sampled directly.
Fix by:
- Adding a backend-neutral branch in ScopeBase::OnPaint() that downloads the
reference texture (cross-renderer if needed), color-manages it into a U8
offscreen texture, downloads it to a QImage, and draws via QPainter.
- Adding a pure virtual DrawScopeSoftware() to ScopeBase and implementing it
for WaveformScope, VectorscopeScope and HistogramScope.
- Fixing the managed_tex_up_to_date_ flag that was never set to true in the
OpenGL path, which caused the color-managed scope texture to be recreated
on every paint.
All gtest suites pass.
- Extract libolive-rendercore static library to minimize backend link boundary.
- Add DynamicRenderer adapter with C ABI (oakgl/oakvulkan shared libs).
- Make OAK_ENABLE_DYNAMIC_RENDER_BACKEND default ON with OpenGL fallback.
- Implement VulkanRenderer prototype (textures, shaders, UBO blit, readback).
- Add backend-neutral viewer readback path (offscreen -> QImage -> QPainter).
- Refactor PluginRenderer to be renderer-agnostic; OFX plugins fall back to CPU
path on non-OpenGL backends while preserving OpenGL render path.
- Add Renderer::AttachOutputTexture/DetachOutputTexture and C ABI forwards.
- Update docs/zh/render-backend-dynamic-plan.md for Phase 3/4/5.
If you run into new OpenGL issues, this is likely the commit that caused it.
I've tested this on as many systems as I have access to (including AMD, Apple,
Intel, and NVIDIA GPUs with a mixture of Windows, Linux, and macOS) and it
appears to work fine, however we all know how unpredictable GPUs can be.
This should help increase GPU performance and compatibility.
Squashed commit of the following:
commit fa3c0ac7c469aebe2941a803736bdc06cdd5a2d8
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 13:17:44 2021 +1000
viewer: updated pixel sampling for shared contexts
commit 9334261da235f09cb67b193c5bb6169abd7a95f7
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 13:12:39 2021 +1000
pixelsampler: show color preview box
commit dacd9be6971c5c0312ae45c8db349d47910a80dd
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 12:43:32 2021 +1000
renderer: interlace on GPU
commit 074cea06cb87e9fdc4e8ea6b09587be6df296057
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 12:43:14 2021 +1000
renderer: added texture clear option
commit 5d4f86b4cf1b1dcd3fb8e8c854ffa7f6fb8ca346
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 12:42:12 2021 +1000
renderer: updated scopes for shared textures
commit 6fad96358d189874cf45f7887b7e13cc2b1603c4
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 11:42:05 2021 +1000
opengl: fixed edge case
commit 1a19ffb53703ac6f30ed210f6d8eb5fc4b7b0f2d
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 10:56:13 2021 +1000
opengl: fix deinterlace shader
commit 085961aa39cca90ebf51b919a78ef07a4882f0e1
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 10:08:40 2021 +1000
opengl: downgrade to ES 2.0
With half-float/float/3D extensions, this should be doable
commit ea1ab45cbcf5e017dfd0d8f28b231ff3255dfe92
Author: itsmattkc <itsmattkc@gmail.com>
Date: Thu May 27 10:06:59 2021 +1000
renderer: fixed mutex deadlock
commit ecc2f08b16f03421870c5b61625ecd26f2f96582
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 21:28:13 2021 +1000
opengl: fixed shared contexts
commit 261c689ea8089463155cf11b9ab15aa3f879f439
Merge: bfd4338a 91c88b1c
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 19:52:00 2021 +1000
Merge branch 'master' into shared-contexts
commit bfd4338aaa3b09b6fbb7717c637face8d5490721
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 18:52:38 2021 +1000
viewer: remove debug line
commit 45868d8a396181bf81c24b92a1ac5ce9ffed3426
Merge: 642f8e9d d0bd5e21
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 17:21:48 2021 +1000
Merge branch 'master' into shared-contexts
commit 642f8e9df7d7d1a9ed4202d428f4d968ff668552
Merge: 861e5b89 4de0a727
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 17:01:38 2021 +1000
Merge branch 'master' of https://github.com/olive-editor/olive into shared-contexts
commit 861e5b89a38c281897dc44b20e3587d39c4f808c
Merge: 472598a7 ef31c3fb
Author: itsmattkc <itsmattkc@gmail.com>
Date: Wed May 26 14:28:21 2021 +1000
Merge branch 'master' into shared-contexts
commit 472598a740a095aa43a4aad5680dd5abcf453a4c
Author: itsmattkc <itsmattkc@gmail.com>
Date: Fri May 14 16:29:35 2021 +1000
attempt at sharing contexts
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.
Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
- Abstracts all OpenGL functionality including UI objects
- Cleans up several rendering codepaths
- Improves threading functionality
- Removes old code and problematic functions
Fixes:
* Values exceeding the encoded range.
Future may account for a certain range
above and below current values.
* Minor calculation problem that prevented
the above fix from working properly.
* Streamlined the shader code.
* Add a vertex shader to handle the scaling.
* Use the viewport resolution as the scaled
version to save performance.
Basic pass at histogram. Uses a power based
scale compared against the total pixel count.
Probably needs a UI toggle to flip lines on
and off as the text and lines in OpenGL are
a large cycles sucker. Could be likely much
faster when migrated to a geometry shader
approach. Uses the scaled viewport resolution
to increase performance as much as possible.