Sending a texture directly from the texture cache is dangerous since once the reference is relinquished, it could be picked up and used by another thread. Copying the texture to a separate one takes a little extra time but lets the viewer remain in control of that texture.
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
C++
#ifndef OPENGLBACKEND_H
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#define OPENGLBACKEND_H
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#include "../videorenderbackend.h"
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#include "openglframebuffer.h"
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#include "openglworker.h"
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#include "opengltexture.h"
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#include "opengltexturecache.h"
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#include "openglshader.h"
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#include "openglshadercache.h"
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class OpenGLBackend : public VideoRenderBackend
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{
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Q_OBJECT
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public:
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OpenGLBackend(QObject* parent = nullptr);
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virtual ~OpenGLBackend() override;
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OpenGLTexturePtr GetCachedFrameAsTexture(const rational& time);
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protected:
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virtual bool InitInternal() override;
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virtual void CloseInternal() override;
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virtual bool CompileInternal() override;
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virtual void DecompileInternal() override;
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virtual void EmitCachedFrameReady(const rational& time, const QVariant& value) override;
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private:
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OpenGLTexturePtr CopyTexture(OpenGLTexturePtr input);
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OpenGLShaderCache shader_cache_;
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OpenGLTextureCache texture_cache_;
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OpenGLTexturePtr master_texture_;
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OpenGLFramebuffer copy_buffer_;
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OpenGLShaderPtr copy_pipeline_;
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};
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#endif // OPENGLBACKEND_H
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