327 lines
8.7 KiB
C++
327 lines
8.7 KiB
C++
#include "openglbackend.h"
|
|
|
|
#include <QEventLoop>
|
|
#include <QThread>
|
|
|
|
#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;i<threads().size();i++) {
|
|
QThread* thread = threads().at(i);
|
|
|
|
// Create one processor object for each thread
|
|
OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &decoder_cache_);
|
|
processor->SetParameters(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<OpenGLTexture>();
|
|
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<NodeInput*>(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<OpenGLShader>())) {
|
|
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<OpenGLTexturePtr>();
|
|
|
|
if (texture != nullptr) {
|
|
QString cache_fn = frame_cache()->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);
|
|
} 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<deferred_maps_.size();i++) {
|
|
const HashTimeMapping& deferred = deferred_maps_.at(i);
|
|
|
|
if (deferred_maps_.at(i).hash == hash) {
|
|
// Insert into hash map
|
|
time_hash_map_.insert(deferred.time, deferred.hash);
|
|
|
|
deferred_maps_.removeAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
}*/
|