/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
***/
#include "renderthread.h"
#include
#include
#include
#include
#include
#include
#include
namespace OCIO = OCIO_NAMESPACE::v1;
#include "timeline/sequence.h"
#include "effects/effectloaders.h"
#include "global/config.h"
#include "rendering/renderfunctions.h"
#include "rendering/shadergenerators.h"
RenderThread::RenderThread() :
gizmos(nullptr),
share_ctx(nullptr),
ctx(nullptr),
blend_mode_program(nullptr),
seq(nullptr),
tex_width(-1),
tex_height(-1),
queued(false),
texture_failed(false),
ocio_lut_texture(0),
ocio_shader(nullptr),
running(true),
ocio_config_date(0),
front_buffer_switcher(false)
{
surface.create();
}
RenderThread::~RenderThread() {
surface.destroy();
}
void RenderThread::run() {
wait_lock_.lock();
while (running) {
if (!queued) {
wait_cond_.wait(&wait_lock_);
}
if (!running) {
break;
}
queued = false;
if (share_ctx != nullptr) {
if (ctx != nullptr) {
ctx->makeCurrent(&surface);
// if the sequence size has changed, we'll need to reinitialize the textures
if (seq->width != tex_width || seq->height != tex_height) {
delete_buffers();
// cache sequence values for future checks
tex_width = seq->width;
tex_height = seq->height;
}
// create any buffers that don't yet exist
if (!composite_buffer.IsCreated()) {
composite_buffer.Create(ctx, seq->width, seq->height);
}
if (!front_buffer_1.IsCreated()) {
front_buffer_1.Create(ctx, seq->width, seq->height);
}
if (!front_buffer_2.IsCreated()) {
front_buffer_2.Create(ctx, seq->width, seq->height);
}
if (!back_buffer_1.IsCreated()) {
back_buffer_1.Create(ctx, seq->width, seq->height);
}
if (!back_buffer_2.IsCreated()) {
back_buffer_2.Create(ctx, seq->width, seq->height);
}
// If there's no blending mode shader, create it now
if (blend_mode_program == nullptr) {
delete_shaders();
blend_mode_program = std::make_shared();
blend_mode_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/internalshaders/common.vert");
olive::effects_loaded.lock();
blend_mode_program->addShaderFromSourceCode(QOpenGLShader::Fragment, olive::generated_blending_shader);
olive::effects_loaded.unlock();
blend_mode_program->link();
pipeline_program = olive::shader::GetPipeline();
}
// If there's no OpenColorIO shader or the configuration has changed, (re-)create it now
if (olive::CurrentConfig.enable_color_management && ocio_shader == nullptr) {
destroy_ocio();
set_up_ocio();
}
// draw frame
paint();
front_buffer_switcher = !front_buffer_switcher;
emit ready();
}
}
}
delete_ctx();
wait_lock_.unlock();
}
QMutex *RenderThread::get_texture_mutex()
{
// return the mutex for the opposite texture being drawn to by the renderer
return front_buffer_switcher ? &front_mutex2 : &front_mutex1;
}
const GLuint &RenderThread::get_texture()
{
// return the opposite texture to the texture being drawn to by the renderer
return front_buffer_switcher ? front_buffer_2.texture() : front_buffer_1.texture();
}
void RenderThread::set_up_ocio()
{
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
// Get current OCIO display from Config (or defaults if there is no setting)
QString display = olive::CurrentConfig.ocio_display;
if (display.isEmpty()) {
display = config->getDefaultDisplay();
}
QString view = olive::CurrentConfig.ocio_view;
if (view.isEmpty()) {
view = config->getDefaultView(display.toUtf8());
}
// Get current display stats
OCIO::DisplayTransformRcPtr transform = OCIO::DisplayTransform::Create();
transform->setInputColorSpaceName(OCIO::ROLE_SCENE_LINEAR);
transform->setDisplay(display.toUtf8());
transform->setView(view.toUtf8());
if (!olive::CurrentConfig.ocio_look.isEmpty()) {
transform->setLooksOverride(olive::CurrentConfig.ocio_look.toUtf8());
transform->setLooksOverrideEnabled(true);
}
try {
// Using the current configuration, try to get an OCIO processor with a corresponding input and output colorspace
OCIO::ConstProcessorRcPtr processor = config->getProcessor(transform);
// Create a OCIO shader with this processor
ocio_shader = olive::shader::SetupOCIO(ctx, ocio_lut_texture, processor, true);
} catch(OCIO::Exception & e) {
qCritical() << e.what();
return;
}
}
void RenderThread::destroy_ocio()
{
// Destroy LUT texture
if (ocio_lut_texture > 0) {
ctx->functions()->glDeleteTextures(1, &ocio_lut_texture);
}
ocio_lut_texture = 0;
ocio_shader = nullptr;
}
void RenderThread::paint() {
// set up compose_sequence() parameters
ComposeSequenceParams params;
params.viewer = nullptr;
params.ctx = ctx;
params.seq = seq;
params.video = true;
params.texture_failed = false;
params.wait_for_mutexes = true;
params.playback_speed = playback_speed_;
params.blend_mode_program = blend_mode_program.get();
params.pipeline = pipeline_program.get();
params.backend_buffer1 = &back_buffer_1;
params.backend_buffer2 = &back_buffer_2;
params.main_buffer = &composite_buffer;
// get currently selected gizmos
gizmos = seq->GetSelectedGizmo();
params.gizmos = gizmos;
QOpenGLFunctions* f = ctx->functions();
f->glEnable(GL_BLEND);
// bind composite framebuffer for drawing
f->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, composite_buffer.buffer());
// Clear framebuffer to nothing
f->glClearColor(0.0, 0.0, 0.0, 0.0);
f->glClear(GL_COLOR_BUFFER_BIT);
// Compose the current frame
olive::rendering::compose_sequence(params);
// Copy composite buffer to front buffer
// First lock the appropriate mutex for exclusivity
QMutex& active_mutex = front_buffer_switcher ? front_mutex1 : front_mutex2;
active_mutex.lock();
FramebufferObject& buffer = front_buffer_switcher ? front_buffer_1 : front_buffer_2;
// Blit the composite buffer to one of the front buffers
// If we're color managing, conver the linear composited frame to display color space
if (olive::CurrentConfig.enable_color_management && ocio_shader != nullptr) {
olive::rendering::OCIOBlit(ocio_shader.get(),
ocio_lut_texture,
buffer,
composite_buffer.texture());
} else {
// If we're not color managing, just blit normally
buffer.BindBuffer();
f->glClear(GL_COLOR_BUFFER_BIT);
composite_buffer.BindTexture();
olive::rendering::Blit(pipeline_program.get());
composite_buffer.ReleaseTexture();
buffer.ReleaseBuffer();
}
// flush changes
f->glFinish();
f->glDisable(GL_BLEND);
texture_failed = params.texture_failed;
active_mutex.unlock();
if (!save_fn.isEmpty()) {
if (texture_failed) {
// texture failed, try again
queued = true;
} else {
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, composite_buffer.buffer());
QImage img(tex_width, tex_height, QImage::Format_RGBA8888_Premultiplied);
f->glReadPixels(0, 0, tex_width, tex_height, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
img.save(save_fn);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
save_fn = "";
}
}
if (pixel_buffer != nullptr) {
// set main framebuffer to the current read buffer
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, composite_buffer.buffer());
// store pixels in buffer
f->glReadPixels(0,
0,
pixel_buffer_linesize == 0 ? tex_width : pixel_buffer_linesize,
tex_height,
GL_RGBA,
GL_UNSIGNED_BYTE,
pixel_buffer);
// release current read buffer
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
pixel_buffer = nullptr;
}
// release
f->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void RenderThread::start_render(QOpenGLContext *share,
Sequence* s,
int playback_speed,
const QString& save,
GLvoid* pixels,
int pixel_linesize,
int idivider) {
Q_UNUSED(idivider);
seq = s;
playback_speed_ = playback_speed;
// stall any dependent actions
texture_failed = true;
if (share != nullptr && (ctx == nullptr || ctx->shareContext() != share_ctx)) {
share_ctx = share;
delete_ctx();
ctx = new QOpenGLContext();
ctx->setFormat(share_ctx->format());
ctx->setShareContext(share_ctx);
ctx->create();
ctx->moveToThread(this);
}
save_fn = save;
pixel_buffer = pixels;
pixel_buffer_linesize = pixel_linesize;
queued = true;
wait_cond_.wakeAll();
}
bool RenderThread::did_texture_fail() {
return texture_failed;
}
void RenderThread::cancel() {
running = false;
wait_cond_.wakeAll();
wait();
}
void RenderThread::wait_until_paused()
{
// Wait for thread to finish whatever it's doing before proceeding.
//
// FIXME: This is slow. Perhaps there's a better way...
if (wait_lock_.tryLock()) {
wait_lock_.unlock();
return;
} else {
wait_lock_.lock();
wait_lock_.unlock();
}
}
void RenderThread::delete_buffers() {
composite_buffer.Destroy();
front_buffer_1.Destroy();
front_buffer_2.Destroy();
back_buffer_1.Destroy();
back_buffer_2.Destroy();
}
void RenderThread::delete_shaders() {
blend_mode_program = nullptr;
pipeline_program = nullptr;
}
void RenderThread::delete_ctx() {
if (ctx != nullptr) {
delete_shaders();
delete_buffers();
destroy_ocio();
}
delete ctx;
ctx = nullptr;
}