Files
oak-editor/app/render/backend/opengl/openglbackend.cpp
T
itsmattkc 5227e10f39 render one frame per thread for increased parallelism
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.
2019-12-06 15:37:31 +11:00

199 lines
5.5 KiB
C++

#include "openglbackend.h"
#include <QEventLoop>
#include <QThread>
#include "functions.h"
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent)
{
}
OpenGLBackend::~OpenGLBackend()
{
Close();
}
bool OpenGLBackend::InitInternal()
{
if (!VideoRenderBackend::InitInternal()) {
return false;
}
QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
if (share_ctx == nullptr) {
qCritical() << "No active OpenGL context to connect to";
return false;
}
// Initiate one thread per CPU core
for (int i=0;i<threads().size();i++) {
// Create one processor object for each thread
OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, frame_cache());
processor->SetParameters(params());
processors_.append(processor);
}
// Create master texture (the one sent to the viewer)
master_texture_ = std::make_shared<OpenGLTexture>();
master_texture_->Create(share_ctx, params().effective_width(), params().effective_height(), params().format());
return true;
}
void OpenGLBackend::CloseInternal()
{
Decompile();
master_texture_ = nullptr;
}
OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
{
const char* cached_frame = GetCachedFrame(time);
if (cached_frame != nullptr) {
master_texture_->Upload(cached_frame);
return master_texture_;
}
return nullptr;
}
bool OpenGLBackend::CompileInternal()
{
if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) {
// Nothing to be done, nothing to compile
return true;
}
// Traverse node graph compiling where necessary
QList<Node*> nodes = viewer_node()->GetDependencies();
foreach (Node* n, nodes) {
// Check if we have a shader or not
if (!shader_cache_.Has(n->id())) {
// Since we don't have a shader, compile one now
QString node_code = n->Code();
// If the node has no code, it mustn't be GPU accelerated
if (node_code.isEmpty()) {
// We enter a null shader so we don't try to compile this again
shader_cache_.Add(n->id(), nullptr);
} else {
// Since we have shader code, compile it now
OpenGLShaderPtr program;
if (!(program = std::make_shared<OpenGLShader>())) {
SetError(QStringLiteral("Failed to create OpenGL shader object"));
return false;
}
if (!program->create()) {
SetError(QStringLiteral("Failed to create OpenGL shader on device"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) {
SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, OpenGLShader::CodeDefaultVertex())) {
SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
return false;
}
if (!program->link()) {
SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
return false;
}
shader_cache_.Add(n->id(), program);
//qDebug() << "Compiled" << connected_output->parent()->id() << "->" << connected_output->id();
}
}
}
return true;
}
void OpenGLBackend::DecompileInternal()
{
shader_cache_.Clear();
}
bool OpenGLBackend::TimeIsCached(const TimeRange &time)
{
return cache_queue_.contains(time);
}
void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash, NodeValueTable table)
{
QVariant value = table.Get(NodeParam::kTexture);
OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
if (!texture) {
// No frame received, we set hash to an empty
frame_cache()->RemoveHash(path.in(), hash);
} else {
// Received a texture, let's download it
QString cache_fn = frame_cache()->CachePathName(hash);
// Find an available worker to download this texture
foreach (RenderWorker* worker, processors_) {
// Check if one is available, but worst case if none of them are available, just queue it on the last worker since
// it's the least likely to get work
if (worker->IsAvailable() || worker == processors_.last()) {
QMetaObject::invokeMethod(worker,
"Download",
Q_ARG(NodeDependency, path),
Q_ARG(QByteArray, hash),
Q_ARG(QVariant, QVariant::fromValue(texture)),
Q_ARG(QString, cache_fn));
break;
}
}
}
// Set as push texture
if (!TimeIsCached(TimeRange(path.in(), path.in()))) {
emit CachedFrameReady(path.in(), value);
}
// Queue up a new frame for this worker
CacheNext();
}
void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash)
{
frame_cache()->SetHash(dep.in(), hash);
// Emit for each frame that has this hash (some may have been added in ThreadSkippedFrame)
QList<rational> times_with_this_hash = frame_cache()->TimesWithHash(hash);
foreach (const rational& t, times_with_this_hash) {
emit CachedTimeReady(t);
}
}
void OpenGLBackend::ThreadSkippedFrame(NodeDependency dep, QByteArray hash)
{
frame_cache()->SetHash(dep.in(), hash);
// Queue up a new frame for this worker
CacheNext();
}
void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash)
{
ThreadCompletedDownload(dep, hash);
// Queue up a new frame for this worker
CacheNext();
}