Files
oak-editor/app/render/backend/opengl/openglbackend.cpp
T

152 lines
3.8 KiB
C++

#include "openglbackend.h"
#include <QEventLoop>
#include <QThread>
#include "openglrenderfunctions.h"
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent),
master_texture_(nullptr),
proxy_(nullptr)
{
}
OpenGLBackend::~OpenGLBackend()
{
Close();
}
bool OpenGLBackend::InitInternal()
{
if (!VideoRenderBackend::InitInternal()) {
return false;
}
proxy_ = new OpenGLProxy();
proxy_->SetParameters(params());
QThread* proxy_thread = new QThread();
proxy_thread->start(QThread::LowPriority);
proxy_->moveToThread(proxy_thread);
if (!proxy_->Init()) {
proxy_thread->quit();
proxy_thread->wait();
delete proxy_thread;
delete proxy_;
return false;
}
// Initiate one thread per CPU core
for (int i=0;i<threads().size();i++) {
// Create one processor object for each thread
OpenGLWorker* processor = new OpenGLWorker(frame_cache());
processor->SetParameters(params());
processors_.append(processor);
connect(processor, &OpenGLWorker::RequestFrameToValue, proxy_, &OpenGLProxy::FrameToValue, Qt::BlockingQueuedConnection);
connect(processor, &OpenGLWorker::RequestTextureToBuffer, proxy_, &OpenGLProxy::TextureToBuffer, Qt::BlockingQueuedConnection);
connect(processor, &OpenGLWorker::RequestRunNodeAccelerated, proxy_, &OpenGLProxy::RunNodeAccelerated, Qt::BlockingQueuedConnection);
}
// Create master texture (the one sent to the viewer)
master_texture_ = std::make_shared<OpenGLTexture>();
master_texture_->Create(QOpenGLContext::currentContext(),
params().effective_width(),
params().effective_height(),
params().format());
// Create copy buffer/pipeline
copy_buffer_.Create(QOpenGLContext::currentContext());
copy_pipeline_ = OpenGLShader::CreateDefault();
return true;
}
void OpenGLBackend::CloseInternal()
{
if (proxy_) {
delete proxy_;
proxy_ = nullptr;
}
copy_buffer_.Destroy();
copy_pipeline_ = nullptr;
master_texture_ = nullptr;
}
OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
{
const char* cached_frame = GetCachedFrame(time);
if (cached_frame) {
master_texture_->Upload(cached_frame);
return master_texture_;
}
return nullptr;
}
bool OpenGLBackend::CompileInternal()
{
return true;
}
void OpenGLBackend::DecompileInternal()
{
}
void OpenGLBackend::EmitCachedFrameReady(const rational &time, const QVariant &value, qint64 job_time)
{
OpenGLTextureCache::ReferencePtr ref = value.value<OpenGLTextureCache::ReferencePtr>();
OpenGLTexturePtr tex;
if (ref && ref->texture()) {
tex = CopyTexture(ref->texture());
} else {
tex = nullptr;
}
emit CachedFrameReady(time, QVariant::fromValue(tex), job_time);
}
void OpenGLBackend::ParamsChangedEvent()
{
// If we're initiated, we need to recreate the texture. Otherwise this backend isn't active so it doesn't matter.
if (IsInitiated()) {
master_texture_->Destroy();
master_texture_->Create(QOpenGLContext::currentContext(),
params().effective_width(),
params().effective_height(),
params().format());
proxy_->SetParameters(params());
}
}
OpenGLTexturePtr OpenGLBackend::CopyTexture(OpenGLTexturePtr input)
{
input->Lock();
QOpenGLContext* ctx = QOpenGLContext::currentContext();
OpenGLTexturePtr copy = std::make_shared<OpenGLTexture>();
copy->Create(ctx, input->width(), input->height(), input->format());
ctx->functions()->glViewport(0, 0, input->width(), input->height());
copy_buffer_.Attach(copy);
copy_buffer_.Bind();
input->Bind();
OpenGLRenderFunctions::Blit(copy_pipeline_);
input->Release();
copy_buffer_.Release();
copy_buffer_.Detach();
input->Unlock();
return copy;
}