#include "openglbackend.h" #include #include #include "functions.h" OpenGLBackend::OpenGLBackend(QObject *parent) : VideoRenderBackend(parent), push_time_(-1), compiled_(false) { } OpenGLBackend::~OpenGLBackend() { CloseInternal(); } 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()); // Connect to it connect(processor, SIGNAL(RequestSibling(NodeDependency)), this, SLOT(ThreadRequestedSibling(NodeDependency))); connect(processor, SIGNAL(CompletedFrame(NodeDependency)), this, SLOT(ThreadCompletedFrame(NodeDependency))); // Finally, we can move it to its own thread processor->moveToThread(thread); // Add processor to list processors_.append(processor); // This function blocks the main thread intentionally. See the documentation for this function to see why. processor->Init(); } // 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) { qDebug() << "Compiled state:" << compiled_; if (!compiled_) { Compile(); } NodeDependency dep = NodeDependency(viewer_node()->texture_input()->get_connected_output(), time, time); foreach (OpenGLWorker* worker, processors_) { if (worker->IsAvailable() || worker == processors_.last()) { QMetaObject::invokeMethod(worker, "Render", Qt::QueuedConnection, Q_ARG(NodeDependency, dep)); } } } void OpenGLBackend::CloseInternal() { Decompile(); copy_buffer_.Destroy(); master_texture_ = nullptr; copy_pipeline_ = nullptr; VideoRenderBackend::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::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 bool ret = TraverseCompiling(viewer_node()); if (ret) { qDebug() << "Compiled successfully!"; compiled_ = true; } else { qDebug() << "Compile failed:" << GetError(); Decompile(); } return ret; } void OpenGLBackend::DecompileInternal() { shader_cache_.Clear(); compiled_ = false; } 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(); // Check if we have a shader or not if (shader_cache_.GetShader(connected_output) == 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 OpenGLShaderPtr program; 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, node_code)) { SetError(QStringLiteral("Failed to add OpenGL fragment shader code")); return false; } if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, OpenGLShader::CodeDefaultVertex())) { 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_.AddShader(connected_output, program); qDebug() << "Compiled" << connected_output->parent()->id() << "->" << connected_output->id(); } } if (!TraverseCompiling(connected_output->parent())) { return false; } } } return true; } void OpenGLBackend::ThreadCompletedFrame(NodeDependency path) { caching_ = false; OpenGLTexturePtr texture = path.node()->get_cached_value(path.range()).value(); qDebug() << "Retrieved texture for time" << path.in(); if (texture != nullptr) { QString cache_fn = CachePathName(QStringLiteral("%1-%2").arg(QString::number(path.in().numerator()), QString::number(path.in().denominator())).toLatin1()); // Find an available worker to download this texture foreach (OpenGLWorker* worker, processors_) { // Check if one is available, but worst case if none of them are available, just queue it on the last worker since // it's the least likely to get work if (worker->IsAvailable() || worker == processors_.last()) { QMetaObject::invokeMethod(worker, "Download", Q_ARG(NodeDependency, path), Q_ARG(QVariant, QVariant::fromValue(texture)), Q_ARG(QString, cache_fn)); break; } } } CacheNext(); } 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);*/ } 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::ThreadRequestedSibling(NodeDependency dep) { // Try to queue another thread to run this dep in advance foreach (OpenGLWorker* worker, processors_) { if (worker->IsAvailable()) { QMetaObject::invokeMethod(worker, "RenderAsSibling", Qt::QueuedConnection, Q_ARG(NodeDependency, dep)); 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;i