Files
oak-editor/app/render/backend/opengl/openglproxy.h
T
itsmattkc b2a3cede2c renderer: re-use the same opengl instance for all background rendering
Previously the OpenGL instance was tied to each render/cache task,
creating and destroying it each time one started and stopped. This was
completely unnecessary since the instance holds no state and can be
shared by all of the render tasks without having to expensively start
a new one.
2020-06-19 17:06:14 +10:00

123 lines
4.1 KiB
C++

/***
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 "common/timerange.h"
#include "node/value.h"
#include "openglcolorprocessor.h"
#include "openglframebuffer.h"
#include "opengltexturecache.h"
#include "render/shaderinfo.h"
OLIVE_NAMESPACE_ENTER
class OpenGLProxy : public QObject
{
Q_OBJECT
public:
OpenGLProxy(QObject* parent = nullptr);
virtual ~OpenGLProxy() override;
static void CreateInstance();
static void DestroyInstance();
static OpenGLProxy* instance()
{
return instance_;
}
/**
* @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();
public slots:
QVariant RunNodeAccelerated(const OLIVE_NAMESPACE::Node *node,
const OLIVE_NAMESPACE::TimeRange &range,
const OLIVE_NAMESPACE::ShaderJob &job,
const OLIVE_NAMESPACE::VideoParams &params);
void TextureToBuffer(const QVariant& texture,
OLIVE_NAMESPACE::FramePtr frame,
const QMatrix4x4& matrix);
QVariant FrameToValue(OLIVE_NAMESPACE::FramePtr frame,
OLIVE_NAMESPACE::StreamPtr stream,
const OLIVE_NAMESPACE::VideoParams &params,
const OLIVE_NAMESPACE::RenderMode::Mode &mode);
QVariant PreCachedFrameToValue(OLIVE_NAMESPACE::FramePtr frame);
private:
OpenGLShaderPtr ResolveShaderFromCache(const Node* node, const QString &shader_id);
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
OpenGLColorProcessorCache color_cache_;
OpenGLShaderPtr copy_pipeline_;
QHash<QString, OpenGLShaderPtr> shader_cache_;
OpenGLTextureCache texture_cache_;
static OpenGLProxy* instance_;
private slots:
void FinishInit();
};
OLIVE_NAMESPACE_EXIT
#endif // OPENGLPROXY_H