#include "openglworker.h" #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" 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) { 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(stream); // Set up OCIO context OpenGLColorProcessorPtr color_processor = std::static_pointer_cast(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) { 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(new_width) * frame->sample_aspect_ratio().toDouble()); } else { // Make taller new_height = qRound(static_cast(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()); } } 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 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->Lock(); 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(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()); break; case NodeInput::kVec3: shader->setUniformValue(variable_location, value.value()); break; case NodeInput::kVec4: shader->setUniformValue(variable_location, value.value()); break; case NodeInput::kMatrix: shader->setUniformValue(variable_location, value.value()); break; case NodeInput::kColor: shader->setUniformValue(variable_location, value.value()); 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(); 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(texture->texture()->width()), static_cast(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(video_params().width()), static_cast(video_params().height())); if (node->IsBlock()) { const Block* block_node = static_cast(node); if (block_node->type() == Block::kTransition) { const TransitionBlock* transition_node = static_cast(node); // Provides total transition progress from 0.0 (start) - 1.0 (end) shader->setUniformValue("ove_tprog_all", static_cast(transition_node->GetTotalProgress(range.in()))); // Provides progress of out section from 1.0 (start) - 0.0 (end) shader->setUniformValue("ove_tprog_out", static_cast(transition_node->GetOutProgress(range.in()))); // Provides progress of in section from 0.0 (start) - 1.0 (end) shader->setUniformValue("ove_tprog_in", static_cast(transition_node->GetInProgress(range.in()))); } } // Some nodes use multiple iterations for optimization OpenGLTextureCache::ReferencePtr output_tex; for (int iteration=0;iterationAcceleratedCodeIterations();iteration++) { // Set iteration number shader->bind(); shader->setUniformValue("ove_iteration", iteration); shader->release(); // 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()); 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; } // Make sure all OpenGL functions are complete by this point before unlocking the shader (or another thread may // change its parameters before our drawing in this thread is done) shader->Unlock(); // 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 OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer) { OpenGLTextureCache::ReferencePtr texture = tex_in.value(); 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, texture->texture()->width(), texture->texture()->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_); }