If the nodes are now stateless, there's nothing stopping the renderer from rendering multiple frames at once. Earlier since the nodes held some of their input/output data (and that data could change per frame), it was not possible to render multiple frames at once without conflicts. Now that the node state is held in render threads, they can do whatever they want at any time.
199 lines
5.5 KiB
C++
199 lines
5.5 KiB
C++
#include "openglbackend.h"
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#include <QEventLoop>
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#include <QThread>
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#include "functions.h"
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OpenGLBackend::OpenGLBackend(QObject *parent) :
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VideoRenderBackend(parent)
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{
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}
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OpenGLBackend::~OpenGLBackend()
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{
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Close();
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}
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bool OpenGLBackend::InitInternal()
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{
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if (!VideoRenderBackend::InitInternal()) {
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return false;
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}
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QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
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if (share_ctx == nullptr) {
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qCritical() << "No active OpenGL context to connect to";
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return false;
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}
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// Initiate one thread per CPU core
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for (int i=0;i<threads().size();i++) {
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// Create one processor object for each thread
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OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, frame_cache());
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processor->SetParameters(params());
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processors_.append(processor);
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}
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// Create master texture (the one sent to the viewer)
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master_texture_ = std::make_shared<OpenGLTexture>();
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master_texture_->Create(share_ctx, params().effective_width(), params().effective_height(), params().format());
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return true;
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}
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void OpenGLBackend::CloseInternal()
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{
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Decompile();
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master_texture_ = nullptr;
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}
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OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
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{
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const char* cached_frame = GetCachedFrame(time);
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if (cached_frame != nullptr) {
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master_texture_->Upload(cached_frame);
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return master_texture_;
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}
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return nullptr;
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}
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bool OpenGLBackend::CompileInternal()
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{
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if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) {
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// Nothing to be done, nothing to compile
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return true;
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}
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// Traverse node graph compiling where necessary
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QList<Node*> nodes = viewer_node()->GetDependencies();
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foreach (Node* n, nodes) {
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// Check if we have a shader or not
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if (!shader_cache_.Has(n->id())) {
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// Since we don't have a shader, compile one now
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QString node_code = n->Code();
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// If the node has no code, it mustn't be GPU accelerated
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if (node_code.isEmpty()) {
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// We enter a null shader so we don't try to compile this again
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shader_cache_.Add(n->id(), nullptr);
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} else {
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// Since we have shader code, compile it now
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OpenGLShaderPtr program;
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if (!(program = std::make_shared<OpenGLShader>())) {
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SetError(QStringLiteral("Failed to create OpenGL shader object"));
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return false;
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}
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if (!program->create()) {
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SetError(QStringLiteral("Failed to create OpenGL shader on device"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) {
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SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, OpenGLShader::CodeDefaultVertex())) {
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SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
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return false;
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}
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if (!program->link()) {
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SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
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return false;
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}
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shader_cache_.Add(n->id(), program);
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//qDebug() << "Compiled" << connected_output->parent()->id() << "->" << connected_output->id();
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}
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}
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}
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return true;
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}
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void OpenGLBackend::DecompileInternal()
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{
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shader_cache_.Clear();
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}
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bool OpenGLBackend::TimeIsCached(const TimeRange &time)
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{
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return cache_queue_.contains(time);
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}
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void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash, NodeValueTable table)
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{
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QVariant value = table.Get(NodeParam::kTexture);
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OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
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if (!texture) {
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// No frame received, we set hash to an empty
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frame_cache()->RemoveHash(path.in(), hash);
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} else {
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// Received a texture, let's download it
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QString cache_fn = frame_cache()->CachePathName(hash);
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// Find an available worker to download this texture
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foreach (RenderWorker* worker, processors_) {
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// Check if one is available, but worst case if none of them are available, just queue it on the last worker since
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// it's the least likely to get work
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if (worker->IsAvailable() || worker == processors_.last()) {
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QMetaObject::invokeMethod(worker,
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"Download",
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Q_ARG(NodeDependency, path),
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Q_ARG(QByteArray, hash),
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Q_ARG(QVariant, QVariant::fromValue(texture)),
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Q_ARG(QString, cache_fn));
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break;
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}
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}
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}
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// Set as push texture
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if (!TimeIsCached(TimeRange(path.in(), path.in()))) {
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emit CachedFrameReady(path.in(), value);
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}
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// Queue up a new frame for this worker
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CacheNext();
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}
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void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash)
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{
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frame_cache()->SetHash(dep.in(), hash);
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// Emit for each frame that has this hash (some may have been added in ThreadSkippedFrame)
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QList<rational> times_with_this_hash = frame_cache()->TimesWithHash(hash);
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foreach (const rational& t, times_with_this_hash) {
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emit CachedTimeReady(t);
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}
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}
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void OpenGLBackend::ThreadSkippedFrame(NodeDependency dep, QByteArray hash)
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{
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frame_cache()->SetHash(dep.in(), hash);
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// Queue up a new frame for this worker
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CacheNext();
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}
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void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash)
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{
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ThreadCompletedDownload(dep, hash);
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// Queue up a new frame for this worker
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CacheNext();
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}
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