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oak-editor/app/render/backend/opengl/openglproxy.h
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/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef OPENGLPROXY_H
#define OPENGLPROXY_H
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
#include "opengltexturecache.h"
OLIVE_NAMESPACE_ENTER
class OpenGLProxy : public QObject {
Q_OBJECT
public:
OpenGLProxy(QObject* parent = nullptr);
virtual ~OpenGLProxy() override;
/**
* @brief Initialize OpenGL instance in whatever thread this object is a part of
*
* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
* platforms.
*
* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
* thread) is because different platforms have different rules about creating a share context with a context that
* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
* haven't found any reliable way to prevent the main thread from making it current again before initialization is
* complete other than blocking it entirely.
*
* To get around this, we create all share contexts in the main thread and then move them to the other thread
* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
* the main thread from using the context during initialization and preventing more than one shared context being made
* at the same time (which may or may not actually make a difference).
*/
bool Init();
void Close();
void FrameToValue(FramePtr frame, StreamPtr stream, NodeValueTable* table);
void RunNodeAccelerated(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable& output_params);
void TextureToBuffer(const QVariant& texture, int width, int height, const QMatrix4x4& matrix, void *buffer, int linesize);
void SetParameters(const VideoRenderingParams& params);
private:
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
ColorProcessorCache color_cache_;
VideoRenderingParams video_params_;
OpenGLShaderPtr copy_pipeline_;
OpenGLShaderCache shader_cache_;
OpenGLTextureCache texture_cache_;
struct CachedStill {
OpenGLTextureCache::ReferencePtr texture;
QString colorspace;
bool alpha_is_associated;
int divider;
};
RenderCache<Stream*, CachedStill> still_image_cache_;
private slots:
void FinishInit();
};
OLIVE_NAMESPACE_EXIT
#endif // OPENGLPROXY_H