109 lines
3.7 KiB
C++
109 lines
3.7 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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#ifndef OPENGLPROXY_H
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#define OPENGLPROXY_H
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#include <QOffscreenSurface>
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#include <QOpenGLContext>
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#include "../videorenderworker.h"
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#include "openglframebuffer.h"
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#include "openglshadercache.h"
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#include "opengltexturecache.h"
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OLIVE_NAMESPACE_ENTER
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class OpenGLProxy : public QObject {
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Q_OBJECT
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public:
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OpenGLProxy(QObject* parent = nullptr);
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virtual ~OpenGLProxy() override;
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/**
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* @brief Initialize OpenGL instance in whatever thread this object is a part of
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*
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* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
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* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
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* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
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* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
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* platforms.
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*
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* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
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* thread) is because different platforms have different rules about creating a share context with a context that
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* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
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* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
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* haven't found any reliable way to prevent the main thread from making it current again before initialization is
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* complete other than blocking it entirely.
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*
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* To get around this, we create all share contexts in the main thread and then move them to the other thread
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* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
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* the main thread from using the context during initialization and preventing more than one shared context being made
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* at the same time (which may or may not actually make a difference).
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*/
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bool Init();
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void Close();
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void FrameToValue(FramePtr frame, StreamPtr stream, NodeValueTable* table);
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void RunNodeAccelerated(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable& output_params);
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void TextureToBuffer(const QVariant& texture, int width, int height, const QMatrix4x4& matrix, void *buffer, int linesize);
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void SetParameters(const VideoRenderingParams& params);
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private:
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QOpenGLContext* ctx_;
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QOffscreenSurface surface_;
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QOpenGLFunctions* functions_;
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OpenGLFramebuffer buffer_;
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ColorProcessorCache color_cache_;
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VideoRenderingParams video_params_;
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OpenGLShaderPtr copy_pipeline_;
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OpenGLShaderCache shader_cache_;
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OpenGLTextureCache texture_cache_;
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struct CachedStill {
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OpenGLTextureCache::ReferencePtr texture;
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QString colorspace;
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bool alpha_is_associated;
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int divider;
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};
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RenderCache<Stream*, CachedStill> still_image_cache_;
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private slots:
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void FinishInit();
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};
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OLIVE_NAMESPACE_EXIT
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#endif // OPENGLPROXY_H
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