#include "openglbackend.h" #include #include #include "functions.h" OpenGLBackend::OpenGLBackend(QObject *parent) : VideoRenderBackend(parent) { } OpenGLBackend::~OpenGLBackend() { Close(); } bool OpenGLBackend::InitInternal() { if (!VideoRenderBackend::InitInternal()) { return false; } QOpenGLContext* share_ctx = QOpenGLContext::currentContext(); if (share_ctx == nullptr) { qCritical() << "No active OpenGL context to connect to"; return false; } // Initiate one thread per CPU core for (int i=0;iSetParameters(params()); processors_.append(processor); } // Create master texture (the one sent to the viewer) master_texture_ = std::make_shared(); master_texture_->Create(share_ctx, params().effective_width(), params().effective_height(), params().format()); return true; } void OpenGLBackend::CloseInternal() { master_texture_ = nullptr; } OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time) { const char* cached_frame = GetCachedFrame(time); if (cached_frame != nullptr) { master_texture_->Upload(cached_frame); return master_texture_; } return nullptr; } bool OpenGLBackend::CompileInternal() { if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) { // Nothing to be done, nothing to compile return true; } // Traverse node graph compiling where necessary QList 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())) { 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) { // FIXME: This texture is part of the texture cache and therefore volatile, we should probably copy it here instead OpenGLTextureCache::ReferencePtr ref = value.value(); OpenGLTexturePtr tex = nullptr; if (ref) { tex = ref->texture(); } emit CachedFrameReady(time, QVariant::fromValue(tex)); }