Files
oak-editor/app/render/backend/opengl/openglframebuffer.cpp
T
itsmattkc 0bc176fd62 use less threads on cache
By using one thread per logical CPU thread, we seemed to completely saturate
the CPU which would kill the performance of the main/GUI thread (despite the
other threads being low priority). We now use half of the logical threads, which
still sees good CPU usage and minimal performance impact while allowing the
main thread to respond to user actions.
2020-01-17 04:37:47 +11:00

145 lines
3.1 KiB
C++

/***
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 <http://www.gnu.org/licenses/>.
***/
#include "openglframebuffer.h"
#include <QDebug>
#include <QOpenGLExtraFunctions>
OpenGLFramebuffer::OpenGLFramebuffer() :
context_(nullptr),
buffer_(0),
texture_(nullptr)
{
}
OpenGLFramebuffer::~OpenGLFramebuffer()
{
Destroy();
}
void OpenGLFramebuffer::Create(QOpenGLContext *ctx)
{
if (ctx == nullptr) {
qWarning() << "RenderTexture::Create was passed an invalid context";
return;
}
// Free any previous framebuffer
Destroy();
context_ = ctx;
connect(context_, &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLFramebuffer::Destroy);
// Create framebuffer object
context_->functions()->glGenFramebuffers(1, &buffer_);
}
void OpenGLFramebuffer::Destroy()
{
if (context_ != nullptr) {
disconnect(context_, &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLFramebuffer::Destroy);
context_->functions()->glDeleteFramebuffers(1, &buffer_);
buffer_ = 0;
context_ = nullptr;
}
}
bool OpenGLFramebuffer::IsCreated() const
{
return (buffer_ > 0);
}
void OpenGLFramebuffer::Bind()
{
if (context_ == nullptr) {
return;
}
context_->functions()->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
}
void OpenGLFramebuffer::Release()
{
if (context_ == nullptr) {
return;
}
context_->functions()->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void OpenGLFramebuffer::Attach(OpenGLTexturePtr texture, bool clear)
{
if (context_ == nullptr) {
return;
}
Detach();
texture_ = texture;
QOpenGLFunctions* f = context_->functions();
// bind framebuffer for attaching
f->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
context_->extraFunctions()->glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_->texture(), 0
);
if (clear) {
context_->functions()->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
context_->functions()->glClear(GL_COLOR_BUFFER_BIT);
}
// release framebuffer
f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void OpenGLFramebuffer::Detach()
{
if (context_ == nullptr) {
return;
}
if (texture_) {
QOpenGLFunctions* f = context_->functions();
// bind framebuffer for attaching
f->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
context_->extraFunctions()->glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0
);
// release framebuffer
f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
texture_ = nullptr;
}
}
const GLuint &OpenGLFramebuffer::buffer() const
{
return buffer_;
}