By using one thread per logical CPU thread, we seemed to completely saturate the CPU which would kill the performance of the main/GUI thread (despite the other threads being low priority). We now use half of the logical threads, which still sees good CPU usage and minimal performance impact while allowing the main thread to respond to user actions.
145 lines
3.1 KiB
C++
145 lines
3.1 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 "openglframebuffer.h"
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#include <QDebug>
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#include <QOpenGLExtraFunctions>
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OpenGLFramebuffer::OpenGLFramebuffer() :
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context_(nullptr),
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buffer_(0),
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texture_(nullptr)
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{
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}
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OpenGLFramebuffer::~OpenGLFramebuffer()
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{
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Destroy();
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}
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void OpenGLFramebuffer::Create(QOpenGLContext *ctx)
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{
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if (ctx == nullptr) {
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qWarning() << "RenderTexture::Create was passed an invalid context";
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return;
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}
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// Free any previous framebuffer
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Destroy();
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context_ = ctx;
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connect(context_, &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLFramebuffer::Destroy);
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// Create framebuffer object
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context_->functions()->glGenFramebuffers(1, &buffer_);
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}
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void OpenGLFramebuffer::Destroy()
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{
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if (context_ != nullptr) {
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disconnect(context_, &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLFramebuffer::Destroy);
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context_->functions()->glDeleteFramebuffers(1, &buffer_);
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buffer_ = 0;
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context_ = nullptr;
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}
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}
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bool OpenGLFramebuffer::IsCreated() const
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{
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return (buffer_ > 0);
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}
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void OpenGLFramebuffer::Bind()
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{
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if (context_ == nullptr) {
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return;
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}
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context_->functions()->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
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}
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void OpenGLFramebuffer::Release()
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{
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if (context_ == nullptr) {
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return;
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}
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context_->functions()->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void OpenGLFramebuffer::Attach(OpenGLTexturePtr texture, bool clear)
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{
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if (context_ == nullptr) {
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return;
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}
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Detach();
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texture_ = texture;
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QOpenGLFunctions* f = context_->functions();
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// bind framebuffer for attaching
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f->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
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context_->extraFunctions()->glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_->texture(), 0
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);
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if (clear) {
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context_->functions()->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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context_->functions()->glClear(GL_COLOR_BUFFER_BIT);
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}
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// release framebuffer
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f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void OpenGLFramebuffer::Detach()
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{
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if (context_ == nullptr) {
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return;
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}
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if (texture_) {
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QOpenGLFunctions* f = context_->functions();
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// bind framebuffer for attaching
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f->glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
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context_->extraFunctions()->glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0
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);
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// release framebuffer
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f->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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texture_ = nullptr;
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}
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}
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const GLuint &OpenGLFramebuffer::buffer() const
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{
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return buffer_;
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}
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