Files
oak-editor/app/render/backend/opengl/openglworker.h
T
itsmattkc 76c0399b75 implemented base transition support
While very much incomplete, transitions can now be created and will render
correctly.
2019-12-12 15:21:39 +11:00

77 lines
2.9 KiB
C++

#ifndef OPENGLPROCESSOR_H
#define OPENGLPROCESSOR_H
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
#include "opengltexturecache.h"
class OpenGLWorker : public VideoRenderWorker {
Q_OBJECT
public:
OpenGLWorker(QOpenGLContext* share_ctx,
OpenGLShaderCache* shader_cache,
OpenGLTextureCache* texture_cache,
VideoRenderFrameCache* frame_cache,
QObject* parent = nullptr);
virtual ~OpenGLWorker() override;
protected:
/**
* @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).
*/
virtual bool InitInternal() override;
virtual void CloseInternal() override;
virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable* output_params) override;
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) override;
virtual void ParametersChangedEvent() override;
private:
QOpenGLContext* share_ctx_;
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
OpenGLShaderCache* shader_cache_;
OpenGLTextureCache* texture_cache_;
private slots:
void FinishInit();
};
#endif // OPENGLPROCESSOR_H