#include "openglbackend.h" #include #include "functions.h" OpenGLBackend::OpenGLBackend(QOpenGLContext *share_ctx, QObject *parent) : VideoRenderBackend(parent), share_ctx_(share_ctx), push_time_(-1) { } OpenGLBackend::~OpenGLBackend() { Close(); } bool OpenGLBackend::Init() { if (!OpenGLBackend::Init()) { return false; } // Some OpenGL implementations (notably wgl) require the context not to be current before sharing. We block the main // thread here to prevent QOpenGLWidget trying to reclaim the context before we're done QSurface* old_surface = share_ctx_->surface(); share_ctx_->doneCurrent(); // Initiate one thread per CPU core for (int i=0;iSetParameters(params()); // Finally, we can move it to its own thread processor->moveToThread(thread); } // We've finished creating shared contexts, we can now restore the context to its previous current state share_ctx_->makeCurrent(old_surface); // 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()); // Create internal FBO for copying textures copy_buffer_.Create(share_ctx_); copy_buffer_.Attach(master_texture_); copy_pipeline_ = OpenGLShader::CreateDefault(); return true; } void OpenGLBackend::GenerateFrame(const rational &time) { Q_UNUSED(time) /*threads().first()->Queue(NodeDependency(viewer_node()->texture_input()->get_connected_output(), time, time), true, false);*/ } void OpenGLBackend::Close() { if (!IsStarted()) { return; } Decompile(); copy_buffer_.Destroy(); master_texture_ = nullptr; copy_pipeline_ = nullptr; OpenGLBackend::Close(); } OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time) { last_time_requested_ = time; if (push_time_ >= 0) { rational temp_push_time = push_time_; push_time_ = -1; if (time == temp_push_time) { return master_texture_; } } const char* cached_frame = GetCachedFrame(time); if (cached_frame != nullptr) { master_texture_->Upload(cached_frame); return master_texture_; } return nullptr; } bool OpenGLBackend::Compile() { Decompile(); if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) { // Nothing to be done, nothing to compile return true; } // Traverse node graph compiling where necessary bool ret = TraverseCompiling(viewer_node()); if (ret) { qDebug() << "Compiled successfully!"; } else { qDebug() << "Compile failed:" << GetError(); } return ret; } void OpenGLBackend::Decompile() { foreach (const CompiledNode& info, compiled_nodes_) { delete info.program; } compiled_nodes_.clear(); } bool OpenGLBackend::TraverseCompiling(Node *n) { foreach (NodeParam* param, n->parameters()) { if (param->type() == NodeParam::kInput && param->IsConnected()) { NodeOutput* connected_output = static_cast(param)->get_connected_output(); // Generate the ID we'd use for this shader QString output_id = GenerateShaderID(connected_output); // Check if we have a shader or not if (GetShaderFromID(output_id) == nullptr) { // Since we don't have a shader, compile one now QString node_code = connected_output->parent()->Code(connected_output); // If the node has no code, it mustn't be GPU accelerated if (!node_code.isEmpty()) { // Since we have shader code, compile it now CompiledNode compiled_info; compiled_info.id = output_id; if (!(compiled_info.program = new QOpenGLShaderProgram())) { SetError("Failed to create OpenGL shader object"); return false; } if (!compiled_info.program->create()) { SetError("Failed to create OpenGL shader on device"); return false; } if (!compiled_info.program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) { SetError("Failed to add OpenGL shader code"); return false; } if (compiled_info.program->link()) { SetError("Failed to compile OpenGL shader"); return false; } compiled_nodes_.append(compiled_info); qDebug() << "Compiled" << compiled_info.id; } } if (!TraverseCompiling(connected_output->parent())) { return false; } } } return true; } QOpenGLShaderProgram* OpenGLBackend::GetShaderFromID(const QString &id) { foreach (const CompiledNode& info, compiled_nodes_) { if (info.id == id) { return info.program; } } return nullptr; } QString OpenGLBackend::GenerateShaderID(NodeOutput *output) { // Creates a unique identifier for this specific node and this specific output return QString("%1:%2").arg(output->parent()->id(), output->id()); } void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash) { // Threads are all done now, time to proceed caching_ = false; DeferMap(time, hash); if (texture != nullptr) { // We received a texture, time to start downloading it QString fn = CachePathName(hash); /* download_threads_[last_download_thread_%download_threads_.size()]->Queue(texture, fn, hash); last_download_thread_++; */ } else { // There was no texture here, we must update the viewer DownloadThreadComplete(hash); } // If the connected output is using this time, signal it to update if (last_time_requested_ == time) { copy_buffer_.Bind(); QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions(); if (texture == nullptr) { // No texture, clear the master and push it f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f); f->glClear(GL_COLOR_BUFFER_BIT); } else { texture->Bind(); f->glViewport(0, 0, master_texture_->width(), master_texture_->height()); olive::gl::Blit(copy_pipeline_); texture->Release(); } copy_buffer_.Release(); push_time_ = time; emit CachedFrameReady(time); } CacheNext(); } void OpenGLBackend::ThreadRequestSibling(NodeDependency dep) { Q_UNUSED(dep) // Try to queue another thread to run this dep in advance for (int i=1;iQueue(dep, false, true)) { return; }*/ } } void OpenGLBackend::ThreadSkippedFrame(const rational& time, const QByteArray& hash) { caching_ = false; DeferMap(time, hash); if (!IsCaching(hash)) { DownloadThreadComplete(hash); // Signal output to update value emit CachedFrameReady(time); } CacheNext(); } void OpenGLBackend::DownloadThreadComplete(const QByteArray &hash) { cache_hash_list_mutex_.lock(); cache_hash_list_.removeAll(hash); cache_hash_list_mutex_.unlock(); for (int i=0;isetShareContext(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(); Close(); return; } // Make context current on that surface if (!ctx_->makeCurrent(&surface_)) { qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread(); Close(); return; } // Store OpenGL functions instance functions_ = ctx_->functions(); // Set up OpenGL parameters as necessary functions_->glEnable(GL_BLEND); UpdateViewportFromParams(); buffer_.Create(ctx_); } void OpenGLProcessor::Close() { buffer_.Destroy(); functions_ = nullptr; delete ctx_; } void OpenGLProcessor::UpdateViewportFromParams() { if (functions_ != nullptr && video_params_.is_valid()) { functions_->glViewport(0, 0, video_params_.effective_width(), video_params_.effective_height()); } }