The workers run in separate threads meaning if any significant change is made (e.g. parameters changing, or even closing the program), these workers may still be mid-render. This is particularly problematic when closing since the nodes a worker is rendering may be deleted mid-render. Render backends now have a function that pauses the main thread (but starts a second event loop so the UI isn't frozen) until the worker threads are all finished. This way, massive changes can be made safely without race conditions.
197 lines
5.1 KiB
C++
197 lines
5.1 KiB
C++
#include "openglbackend.h"
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#include <QEventLoop>
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#include <QThread>
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#include "openglrenderfunctions.h"
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OpenGLBackend::OpenGLBackend(QObject *parent) :
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VideoRenderBackend(parent),
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master_texture_(nullptr)
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{
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}
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OpenGLBackend::~OpenGLBackend()
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{
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Close();
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}
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bool OpenGLBackend::InitInternal()
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{
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if (!VideoRenderBackend::InitInternal()) {
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return false;
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}
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QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
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if (share_ctx == nullptr) {
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qCritical() << "No active OpenGL context to connect to";
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return false;
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}
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// Initiate one thread per CPU core
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for (int i=0;i<threads().size();i++) {
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// Create one processor object for each thread
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OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &texture_cache_, frame_cache());
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processor->SetParameters(params());
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processors_.append(processor);
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}
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// Create master texture (the one sent to the viewer)
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master_texture_ = std::make_shared<OpenGLTexture>();
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master_texture_->Create(share_ctx,
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params().effective_width(),
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params().effective_height(),
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params().format());
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// Create copy buffer/pipeline
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copy_buffer_.Create(share_ctx);
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copy_pipeline_ = OpenGLShader::CreateDefault();
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return true;
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}
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void OpenGLBackend::CloseInternal()
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{
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copy_buffer_.Destroy();
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copy_pipeline_ = nullptr;
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master_texture_ = nullptr;
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}
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OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
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{
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const char* cached_frame = GetCachedFrame(time);
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if (cached_frame) {
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master_texture_->Upload(cached_frame);
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return master_texture_;
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}
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return nullptr;
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}
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bool OpenGLBackend::CompileInternal()
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{
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if (!viewer_node() || !viewer_node()->texture_input()->IsConnected()) {
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// Nothing to be done, nothing to compile
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return true;
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}
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// Traverse node graph compiling where necessary
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QList<Node*> nodes = viewer_node()->GetDependencies();
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foreach (Node* n, nodes) {
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// Check if we have a shader or not
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if (!shader_cache_.Has(n->id())) {
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// Since we don't have a shader, compile one now
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// If the node has no code, it mustn't be GPU accelerated
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if (!n->IsAccelerated()) {
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// We enter a null shader so we don't try to compile this again
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shader_cache_.Add(n->id(), nullptr);
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} else {
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// Since we have shader code, compile it now
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OpenGLShaderPtr program;
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QString frag_code = n->AcceleratedCodeFragment();
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QString vert_code = n->AcceleratedCodeVertex();
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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}
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if (vert_code.isEmpty()) {
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vert_code = OpenGLShader::CodeDefaultVertex();
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}
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if (!(program = std::make_shared<OpenGLShader>())) {
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SetError(QStringLiteral("Failed to create OpenGL shader object"));
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return false;
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}
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if (!program->create()) {
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SetError(QStringLiteral("Failed to create OpenGL shader on device"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
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SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
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SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
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return false;
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}
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if (!program->link()) {
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SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
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return false;
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}
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shader_cache_.Add(n->id(), program);
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}
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}
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}
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return true;
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}
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void OpenGLBackend::DecompileInternal()
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{
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shader_cache_.Clear();
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}
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void OpenGLBackend::EmitCachedFrameReady(const rational &time, const QVariant &value, qint64 job_time)
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{
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OpenGLTextureCache::ReferencePtr ref = value.value<OpenGLTextureCache::ReferencePtr>();
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OpenGLTexturePtr tex;
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if (ref && ref->texture()) {
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tex = CopyTexture(ref->texture());
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} else {
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tex = nullptr;
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}
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emit CachedFrameReady(time, QVariant::fromValue(tex), job_time);
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}
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void OpenGLBackend::ParamsChangedEvent()
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{
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// If we're initiated, we need to recreate the texture. Otherwise this backend isn't active so it doesn't matter.
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if (IsInitiated()) {
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master_texture_->Destroy();
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master_texture_->Create(QOpenGLContext::currentContext(),
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params().effective_width(),
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params().effective_height(),
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params().format());
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}
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}
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OpenGLTexturePtr OpenGLBackend::CopyTexture(OpenGLTexturePtr input)
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{
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input->Lock();
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QOpenGLContext* ctx = QOpenGLContext::currentContext();
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OpenGLTexturePtr copy = std::make_shared<OpenGLTexture>();
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copy->Create(ctx, input->width(), input->height(), input->format());
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ctx->functions()->glViewport(0, 0, input->width(), input->height());
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copy_buffer_.Attach(copy);
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copy_buffer_.Bind();
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input->Bind();
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OpenGLRenderFunctions::Blit(copy_pipeline_);
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input->Release();
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copy_buffer_.Release();
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copy_buffer_.Detach();
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input->Unlock();
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return copy;
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}
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