Files
oak-editor/app/render/backend/opengl/openglworker.cpp
T
itsmattkc 5227e10f39 render one frame per thread for increased parallelism
If the nodes are now stateless, there's nothing stopping the renderer from
rendering multiple frames at once. Earlier since the nodes held some of their
input/output data (and that data could change per frame), it was not possible
to render multiple frames at once without conflicts. Now that the node state is
held in render threads, they can do whatever they want at any time.
2019-12-06 15:37:31 +11:00

315 lines
9.3 KiB
C++

#include "openglworker.h"
#include "core.h"
#include "functions.h"
#include "node/node.h"
#include "openglcolorprocessor.h"
#include "render/colormanager.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(frame_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
shader_cache_(shader_cache)
{
surface_.create();
}
OpenGLWorker::~OpenGLWorker()
{
surface_.destroy();
}
bool OpenGLWorker::InitInternal()
{
if (!VideoRenderWorker::InitInternal()) {
return false;
}
// 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();
return false;
}
ctx_->moveToThread(this->thread());
//qDebug() << "Processor initialized in thread" << thread() << "- context is in" << ctx_->thread();
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
void OpenGLWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
// Set up OCIO context
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache()->Get(stream.get()));
// Ensure stream is video or image type
if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
return;
}
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
if (!color_processor) {
QString input_colorspace = video_stream->colorspace();
if (input_colorspace.isEmpty()) {
// FIXME: Should use Stream->Footage to find the Project* since that's a direct chain
input_colorspace = olive::core.GetActiveProject()->default_input_colorspace();
}
color_processor = OpenGLColorProcessor::CreateOpenGL(input_colorspace,
OCIO::ROLE_SCENE_LINEAR);
color_cache()->Add(stream.get(), color_processor);
}
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (video_params().mode() == olive::kOnline) {
// If alpha is associated, disassociate for the color transform
if (video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Convert frame to float for OCIO
frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
footage_tex->Create(ctx_, frame);
if (video_params().mode() == olive::kOffline) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
// Create destination texture
OpenGLTexturePtr associated_tex = std::make_shared<OpenGLTexture>();
associated_tex->Create(ctx_, footage_tex->width(), footage_tex->height(), footage_tex->format());
// Set viewport for texture size
functions_->glViewport(0, 0, footage_tex->width(), footage_tex->height());
buffer_.Attach(associated_tex);
buffer_.Bind();
footage_tex->Bind();
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex->Release();
buffer_.Release();
buffer_.Detach();
footage_tex = associated_tex;
}
table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex));
}
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
void OpenGLWorker::ParametersChangedEvent()
{
if (functions_ != nullptr && video_params().is_valid()) {
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
}
}
void OpenGLWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable *output_params)
{
OpenGLShaderPtr shader = shader_cache_->Get(node->id());
if (!shader) {
return;
}
// Create the output texture
OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
output->Create(ctx_, video_params().effective_width(), video_params().effective_height(), video_params().format());
buffer_.Attach(output);
buffer_.Bind();
shader->bind();
unsigned int input_texture_count = 0;
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(param->id());
if (variable_location > -1) {
// This variable is used in the shader, let's set it to our value
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = (*input_params)[input];
NodeParam::DataType find_data_type = input->data_type();
// Exception for Footage types (try to get a Texture instead)
if (find_data_type == NodeParam::kFootage) {
find_data_type = NodeParam::kTexture;
}
// Try to get a value from it
QVariant value = input_data.Get(find_data_type);
switch (input->data_type()) {
case NodeInput::kInt:
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
shader->setUniformValue(variable_location, value.value<QVector2D>());
break;
case NodeInput::kVec3:
shader->setUniformValue(variable_location, value.value<QVector3D>());
break;
case NodeInput::kVec4:
shader->setUniformValue(variable_location, value.value<QVector4D>());
break;
case NodeInput::kMatrix:
shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
break;
case NodeInput::kColor:
shader->setUniformValue(variable_location, value.value<QColor>());
break;
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kFootage:
case NodeInput::kTexture:
{
OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
if (texture) {
functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
} else {
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
input_texture_count++;
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kWholeNumber:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kBuffer:
case NodeInput::kVector:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
}
}
// Ensure viewport is correct
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
// Blit this texture through this shader
olive::gl::Blit(shader);
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
// Release texture here
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
shader->release();
buffer_.Release();
buffer_.Detach();
functions_->glFinish();
output_params->Push(NodeParam::kTexture, QVariant::fromValue(output));
}
void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTexturePtr texture = tex_in.value<OpenGLTexturePtr>();
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, buffer_.buffer());
f->glReadPixels(0,
0,
texture->width(),
texture->height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
buffer_.Detach();
}
void OpenGLWorker::FinishInit()
{
// Make context current on that surface
if (!ctx_->makeCurrent(&surface_)) {
qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
return;
}
// Store OpenGL functions instance
functions_ = ctx_->functions();
// Set up OpenGL parameters as necessary
functions_->glEnable(GL_BLEND);
ParametersChangedEvent();
buffer_.Create(ctx_);
}