#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() { Decompile(); 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 return TraverseCompiling(viewer_node()); } void OpenGLBackend::DecompileInternal() { shader_cache_.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(); // 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->parentNode()->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->parentNode())) { return false; } } } return true; } bool OpenGLBackend::TimeIsCached(const TimeRange &time) { return cache_queue_.contains(time); } void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash, QVariant value) { caching_ = false; OpenGLTexturePtr texture = value.value(); if (texture == nullptr) { // No frame received, we set hash to an empty frame_cache()->RemoveHash(path.in(), hash); } else { // Received a texture, let's download it QString cache_fn = frame_cache()->CachePathName(hash); // Find an available worker to download this texture foreach (RenderWorker* 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(QByteArray, hash), Q_ARG(QVariant, QVariant::fromValue(texture)), Q_ARG(QString, cache_fn)); break; } } } // Set as push texture if (!TimeIsCached(TimeRange(path.in(), path.in()))) { emit CachedFrameReady(path.in(), value); } CacheNext(); } void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash) { frame_cache()->SetHash(dep.in(), hash); emit CachedTimeReady(dep.in()); } void OpenGLBackend::ThreadSkippedFrame() { caching_ = false; CacheNext(); } void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash) { ThreadCompletedDownload(dep, hash); ThreadSkippedFrame(); }