#include "openglbackend.h" #include OpenGLBackend::OpenGLBackend(QOpenGLContext *share_ctx) : share_ctx_(share_ctx) { } OpenGLBackend::~OpenGLBackend() { Close(); } bool OpenGLBackend::Init() { threads_.resize(QThread::idealThreadCount()); // 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(VideoRenderingParams(viewer_node()->video_params(), olive::PIX_FMT_RGBA16F, olive::kOffline)); // 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); return true; } void OpenGLBackend::GenerateFrame(const rational &time) { Q_UNUSED(time) } void OpenGLBackend::Close() { Decompile(); // Clear all cores for (int i=0;itexture_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()); } OpenGLProcessor::OpenGLProcessor(QOpenGLContext *share_ctx, QObject *parent) : QObject(parent), share_ctx_(share_ctx), ctx_(nullptr), functions_(nullptr) { surface_.create(); } OpenGLProcessor::~OpenGLProcessor() { surface_.destroy(); } bool OpenGLProcessor::IsStarted() { return ctx_ != nullptr; } void OpenGLProcessor::SetParameters(const VideoRenderingParams &video_params) { video_params_ = video_params; } void OpenGLProcessor::Init() { // 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(); 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()); } }