510 lines
17 KiB
C++
510 lines
17 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "openglproxy.h"
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#include <QThread>
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#include "common/clamp.h"
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#include "core.h"
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#include "node/block/transition/transition.h"
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#include "node/node.h"
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#include "openglcolorprocessor.h"
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#include "openglrenderfunctions.h"
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#include "render/colormanager.h"
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#include "render/pixelformat.h"
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OLIVE_NAMESPACE_ENTER
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OpenGLProxy::OpenGLProxy(QObject *parent) :
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QObject(parent),
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ctx_(nullptr),
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functions_(nullptr)
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{
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surface_.create();
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}
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OpenGLProxy::~OpenGLProxy()
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{
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Close();
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surface_.destroy();
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}
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bool OpenGLProxy::Init()
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{
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// Create context object
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ctx_ = new QOpenGLContext();
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_->create()) {
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qWarning() << "Failed to create OpenGL context in thread" << thread();
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return false;
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}
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ctx_->moveToThread(this->thread());
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// The rest of the initialization needs to occur in the other thread, so we signal for it to start
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QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
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return true;
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}
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NodeValue OpenGLProxy::FrameToValue(FramePtr frame, StreamPtr stream, const VideoParams& params, const RenderMode::Mode& mode)
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{
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ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
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// Set up OCIO context
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QString colorspace_match = video_stream->get_colorspace_match_string();
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OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache_.value(colorspace_match));
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if (!color_processor) {
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color_processor = OpenGLColorProcessor::Create(video_stream->footage()->project()->color_manager(),
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video_stream->colorspace(),
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video_stream->footage()->project()->color_manager()->GetReferenceColorSpace());
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color_cache_.insert(colorspace_match, color_processor);
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}
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ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(mode);
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// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
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if (ocio_method == ColorManager::kOCIOAccurate) {
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bool has_alpha = PixelFormat::FormatHasAlphaChannel(frame->format());
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// Convert frame to float for OCIO
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frame = PixelFormat::ConvertPixelFormat(frame,
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has_alpha
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? PixelFormat::PIX_FMT_RGBA32F
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: PixelFormat::PIX_FMT_RGB32F);
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// If alpha is associated, disassociate for the color transform
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if (has_alpha && video_stream->premultiplied_alpha()) {
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ColorManager::DisassociateAlpha(frame);
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}
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// Perform color transform
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color_processor->ConvertFrame(frame);
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// Associate alpha
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if (has_alpha) {
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if (video_stream->premultiplied_alpha()) {
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ColorManager::ReassociateAlpha(frame);
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} else {
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ColorManager::AssociateAlpha(frame);
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}
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}
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}
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OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_.Get(ctx_, frame);
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if (ocio_method == ColorManager::kOCIOFast) {
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if (!color_processor->IsEnabled()) {
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color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
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}
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VideoParams frame_params = frame->video_params();
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// Check frame aspect ratio
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if (frame->sample_aspect_ratio() != 1 && frame->sample_aspect_ratio() != 0) {
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int new_width = frame_params.width();
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int new_height = frame_params.height();
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// Scale the frame in a way that does not reduce the resolution
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if (frame->sample_aspect_ratio() > 1) {
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// Make wider
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new_width = qRound(static_cast<double>(new_width) * frame->sample_aspect_ratio().toDouble());
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} else {
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// Make taller
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new_height = qRound(static_cast<double>(new_height) / frame->sample_aspect_ratio().toDouble());
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}
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frame_params = VideoParams(new_width,
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new_height,
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frame_params.format(),
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frame_params.divider());
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}
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VideoParams dest_params(frame_params.width(),
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frame_params.height(),
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params.format(),
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frame_params.divider());
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// Create destination texture
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OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_.Get(ctx_, dest_params);
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buffer_.Attach(associated_tex_ref->texture(), true);
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buffer_.Bind();
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footage_tex_ref->texture()->Bind();
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// Set viewport for texture size
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functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
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// Blit old texture to new texture through OCIO shader
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color_processor->ProcessOpenGL();
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footage_tex_ref->texture()->Release();
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buffer_.Release();
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buffer_.Detach();
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footage_tex_ref = associated_tex_ref;
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}
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return NodeValue(NodeParam::kTexture, QVariant::fromValue(footage_tex_ref));
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}
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NodeValue OpenGLProxy::PreCachedFrameToValue(FramePtr frame)
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{
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return NodeValue(NodeParam::kTexture, QVariant::fromValue(texture_cache_.Get(ctx_, frame)));
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}
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void OpenGLProxy::Close()
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{
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shader_cache_.clear();
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buffer_.Destroy();
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copy_pipeline_ = nullptr;
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functions_ = nullptr;
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delete ctx_;
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ctx_ = nullptr;
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}
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void OpenGLProxy::RunNodeAccelerated(const Node *node,
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const TimeRange &range,
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NodeValueDatabase &input_params,
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NodeValueTable &output_params,
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const VideoParams& params)
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{
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OpenGLShaderPtr shader = shader_cache_.value(node->ShaderID(input_params));
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if (!shader) {
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// Since we have shader code, compile it now
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QString vert_code = node->ShaderVertexCode(input_params);
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QString frag_code = node->ShaderFragmentCode(input_params);
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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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shader = OpenGLShader::Create();
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shader->create();
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shader->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code);
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shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code);
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shader->link();
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shader_cache_.insert(node->id(), shader);
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}
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// Create the output textures
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QList<OpenGLTextureCache::ReferencePtr> dst_refs;
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dst_refs.append(texture_cache_.Get(ctx_, params));
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GLuint iterative_input = 0;
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// If this node requires multiple iterations, get a texture for it too
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if (node->ShaderIterations() > 1 && node->ShaderIterativeInput()) {
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dst_refs.append(texture_cache_.Get(ctx_, params));
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}
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// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
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shader->bind();
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unsigned int input_texture_count = 0;
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foreach (NodeParam* param, node->parameters()) {
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if (param->type() == NodeParam::kInput) {
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// See if the shader has takes this parameter as an input
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int variable_location = shader->uniformLocation(param->id());
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if (variable_location > -1) {
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// This variable is used in the shader, let's set it to our value
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NodeInput* input = static_cast<NodeInput*>(param);
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// Get value from database at this input
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NodeValue meta_value = node->InputValueFromTable(input, input_params, false);
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const QVariant& value = meta_value.data();
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NodeParam::DataType data_type;
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if (meta_value.type() != NodeParam::kNone) {
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// Use value's data type
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data_type = meta_value.type();
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} else {
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// Fallback on null value, send the null to the parameter
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data_type = input->data_type();
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}
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switch (data_type) {
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case NodeInput::kInt:
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shader->setUniformValue(variable_location, value.toInt());
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break;
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case NodeInput::kFloat:
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shader->setUniformValue(variable_location, value.toFloat());
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break;
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case NodeInput::kVec2:
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if (input->IsArray()) {
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NodeInputArray* array = static_cast<NodeInputArray*>(input);
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QVector<QVector2D> a(array->GetSize());
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for (int i=0;i<a.size();i++) {
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a[i] = input_params[array->At(i)].Get(NodeParam::kVec2).value<QVector2D>();
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}
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shader->setUniformValueArray(variable_location, a.constData(), a.size());
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int count_location = shader->uniformLocation(QStringLiteral("%1_count").arg(input->id()));
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if (count_location > -1) {
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shader->setUniformValue(count_location,
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array->GetSize());
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}
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} else {
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shader->setUniformValue(variable_location, value.value<QVector2D>());
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}
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break;
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case NodeInput::kVec3:
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shader->setUniformValue(variable_location, value.value<QVector3D>());
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break;
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case NodeInput::kVec4:
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shader->setUniformValue(variable_location, value.value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
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break;
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case NodeInput::kCombo:
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shader->setUniformValue(variable_location, value.value<int>());
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break;
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case NodeInput::kColor:
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{
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Color color = value.value<Color>();
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shader->setUniformValue(variable_location, color.red(), color.green(), color.blue(), color.alpha());
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break;
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}
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case NodeInput::kBoolean:
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shader->setUniformValue(variable_location, value.toBool());
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break;
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case NodeInput::kFootage:
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case NodeInput::kTexture:
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case NodeInput::kBuffer:
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{
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OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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GLuint tex_id = texture ? texture->texture()->texture() : 0;
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functions_->glBindTexture(GL_TEXTURE_2D, tex_id);
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// Set value to bound texture
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shader->setUniformValue(variable_location, input_texture_count);
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// Set enable flag if shader wants it
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int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(input->id()));
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if (enable_param_location > -1) {
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shader->setUniformValue(enable_param_location,
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tex_id > 0);
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}
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if (tex_id > 0) {
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// Set texture resolution if shader wants it
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int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(input->id()));
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if (res_param_location > -1) {
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shader->setUniformValue(res_param_location,
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static_cast<GLfloat>(texture->texture()->width() * texture->texture()->divider()),
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static_cast<GLfloat>(texture->texture()->height() * texture->texture()->divider()));
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}
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}
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// If this texture binding is the iterative input, set it here
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if (input == node->ShaderIterativeInput()) {
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iterative_input = input_texture_count;
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}
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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input_texture_count++;
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break;
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}
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case NodeInput::kSamples:
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case NodeInput::kText:
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case NodeInput::kRational:
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case NodeInput::kFont:
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case NodeInput::kFile:
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case NodeInput::kDecimal:
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case NodeInput::kNumber:
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case NodeInput::kString:
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case NodeInput::kVector:
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case NodeInput::kNone:
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case NodeInput::kAny:
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break;
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}
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}
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}
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}
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// Set up OpenGL parameters as necessary
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functions_->glViewport(0, 0, params.effective_width(), params.effective_height());
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// Provide some standard args
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shader->setUniformValue("ove_resolution",
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static_cast<GLfloat>(params.width()),
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static_cast<GLfloat>(params.height()));
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if (node->IsBlock() && static_cast<const Block*>(node)->type() == Block::kTransition) {
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const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
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// Provides total transition progress from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_all", static_cast<GLfloat>(transition_node->GetTotalProgress(range.in())));
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// Provides progress of out section from 1.0 (start) - 0.0 (end)
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shader->setUniformValue("ove_tprog_out", static_cast<GLfloat>(transition_node->GetOutProgress(range.in())));
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// Provides progress of in section from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_in", static_cast<GLfloat>(transition_node->GetInProgress(range.in())));
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}
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// Some nodes use multiple iterations for optimization
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OpenGLTextureCache::ReferencePtr output_tex;
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for (int iteration=0;iteration<node->ShaderIterations();iteration++) {
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// If this is not the first iteration, set the parameter that will receive the last iteration's texture
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OpenGLTextureCache::ReferencePtr source_tex = dst_refs.at((iteration+1)%dst_refs.size());
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OpenGLTextureCache::ReferencePtr destination_tex = dst_refs.at(iteration%dst_refs.size());
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// Set iteration number
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shader->bind();
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shader->setUniformValue("ove_iteration", iteration);
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shader->release();
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if (iteration > 0) {
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functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
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functions_->glBindTexture(GL_TEXTURE_2D, source_tex->texture()->texture());
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}
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buffer_.Attach(destination_tex->texture(), true);
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buffer_.Bind();
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// Blit this texture through this shader
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OpenGLRenderFunctions::Blit(shader);
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buffer_.Release();
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buffer_.Detach();
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// Update output reference to the last texture we wrote to
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output_tex = destination_tex;
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}
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// Release any textures we bound before
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while (input_texture_count > 0) {
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input_texture_count--;
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// Release texture here
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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}
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shader->release();
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output_params.Push(NodeParam::kTexture, QVariant::fromValue(output_tex));
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}
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void OpenGLProxy::TextureToBuffer(const QVariant& tex_in,
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FramePtr frame,
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const QMatrix4x4& matrix)
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{
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OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
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if (!texture) {
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return;
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}
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OpenGLTextureCache::ReferencePtr download_tex;
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functions_->glViewport(0, 0, frame->width(), frame->height());
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if (frame->width() != texture->texture()->width()
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|| frame->height() != texture->texture()->height()) {
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// Resize the texture if necessary
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OpenGLTextureCache::ReferencePtr resized = texture_cache_.Get(ctx_, frame->video_params());
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buffer_.Attach(resized->texture(), true);
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buffer_.Bind();
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texture->texture()->Bind();
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// Blit to this new texture
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OpenGLRenderFunctions::Blit(copy_pipeline_, false, matrix);
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texture->texture()->Release();
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buffer_.Release();
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buffer_.Detach();
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download_tex = resized;
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} else {
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download_tex = texture;
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}
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buffer_.Attach(download_tex->texture());
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buffer_.Bind();
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, frame->linesize_pixels());
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functions_->glReadPixels(0,
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0,
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frame->width(),
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frame->height(),
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OpenGLRenderFunctions::GetPixelFormat(frame->format()),
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OpenGLRenderFunctions::GetPixelType(frame->format()),
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frame->data());
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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buffer_.Release();
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buffer_.Detach();
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}
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void OpenGLProxy::FinishInit()
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{
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// Make context current on that surface
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if (!ctx_->makeCurrent(&surface_)) {
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qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
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return;
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}
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// Store OpenGL functions instance
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functions_ = ctx_->functions();
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functions_->glBlendFunc(GL_ONE, GL_ZERO);
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buffer_.Create(ctx_);
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copy_pipeline_ = OpenGLShader::CreateDefault();
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}
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OLIVE_NAMESPACE_EXIT
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