233 lines
5.6 KiB
C++
233 lines
5.6 KiB
C++
#include "openglbackend.h"
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#include <QThread>
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OpenGLBackend::OpenGLBackend(QOpenGLContext *share_ctx) :
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share_ctx_(share_ctx)
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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::Init()
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{
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threads_.resize(QThread::idealThreadCount());
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// Some OpenGL implementations (notably wgl) require the context not to be current before sharing. We block the main
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// thread here to prevent QOpenGLWidget trying to reclaim the context before we're done
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QSurface* old_surface = share_ctx_->surface();
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share_ctx_->doneCurrent();
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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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// Instantiate thread
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QThread* thread = new QThread(this);
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threads_.replace(i, thread);
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// Create one processor object for each thread
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OpenGLProcessor* processor = new OpenGLProcessor(share_ctx_, thread);
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// FIXME: Hardcoded values
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processor->SetParameters(VideoRenderingParams(viewer_node()->video_params(), olive::PIX_FMT_RGBA16F, olive::kOffline));
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// Finally, we can move it to its own thread
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processor->moveToThread(thread);
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}
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// We've finished creating shared contexts, we can now restore the context to its previous current state
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share_ctx_->makeCurrent(old_surface);
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return true;
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}
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void OpenGLBackend::GenerateFrame(const rational &time)
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{
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Q_UNUSED(time)
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}
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void OpenGLBackend::Close()
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{
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Decompile();
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// Clear all cores
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for (int i=0;i<threads_.size();i++) {
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delete threads_.at(i);
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}
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threads_.clear();
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}
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bool OpenGLBackend::Compile()
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{
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Decompile();
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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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bool ret = TraverseCompiling(viewer_node());
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if (ret) {
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qDebug() << "Compiled successfully!";
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} else {
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qDebug() << "Compile failed:" << GetError();
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}
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return ret;
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}
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void OpenGLBackend::Decompile()
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{
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foreach (const CompiledNode& info, compiled_nodes_) {
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delete info.program;
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}
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compiled_nodes_.clear();
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}
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bool OpenGLBackend::TraverseCompiling(Node *n)
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{
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foreach (NodeParam* param, n->parameters()) {
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if (param->type() == NodeParam::kInput && param->IsConnected()) {
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NodeOutput* connected_output = static_cast<NodeInput*>(param)->get_connected_output();
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// Generate the ID we'd use for this shader
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QString output_id = GenerateShaderID(connected_output);
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// Check if we have a shader or not
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if (GetShaderFromID(output_id) == nullptr) {
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// Since we don't have a shader, compile one now
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QString node_code = connected_output->parent()->Code(connected_output);
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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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// Since we have shader code, compile it now
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CompiledNode compiled_info;
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compiled_info.id = output_id;
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if (!(compiled_info.program = new QOpenGLShaderProgram())) {
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SetError("Failed to create OpenGL shader object");
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return false;
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}
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if (!compiled_info.program->create()) {
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SetError("Failed to create OpenGL shader on device");
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return false;
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}
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if (!compiled_info.program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) {
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SetError("Failed to add OpenGL shader code");
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return false;
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}
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if (compiled_info.program->link()) {
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SetError("Failed to compile OpenGL shader");
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return false;
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}
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compiled_nodes_.append(compiled_info);
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qDebug() << "Compiled" << compiled_info.id;
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}
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}
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if (!TraverseCompiling(connected_output->parent())) {
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return false;
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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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QOpenGLShaderProgram* OpenGLBackend::GetShaderFromID(const QString &id)
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{
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foreach (const CompiledNode& info, compiled_nodes_) {
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if (info.id == id) {
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return info.program;
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}
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}
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return nullptr;
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}
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QString OpenGLBackend::GenerateShaderID(NodeOutput *output)
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{
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// Creates a unique identifier for this specific node and this specific output
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return QString("%1:%2").arg(output->parent()->id(), output->id());
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}
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OpenGLProcessor::OpenGLProcessor(QOpenGLContext *share_ctx, QObject *parent) :
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QObject(parent),
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share_ctx_(share_ctx),
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ctx_(nullptr),
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functions_(nullptr)
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{
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surface_.create();
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}
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OpenGLProcessor::~OpenGLProcessor()
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{
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surface_.destroy();
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}
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bool OpenGLProcessor::IsStarted()
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{
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return ctx_ != nullptr;
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}
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void OpenGLProcessor::SetParameters(const VideoRenderingParams &video_params)
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{
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video_params_ = video_params;
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}
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void OpenGLProcessor::Init()
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{
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// Create context object
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ctx_ = new QOpenGLContext();
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// Set share context
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ctx_->setShareContext(share_ctx_);
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_->create()) {
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qWarning() << "Failed to create OpenGL context in thread" << thread();
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Close();
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return;
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}
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// Make context current on that surface
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if (!ctx_->makeCurrent(&surface_)) {
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qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
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Close();
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return;
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}
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// Store OpenGL functions instance
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functions_ = ctx_->functions();
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// Set up OpenGL parameters as necessary
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functions_->glEnable(GL_BLEND);
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UpdateViewportFromParams();
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buffer_.Create(ctx_);
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}
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void OpenGLProcessor::Close()
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{
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buffer_.Destroy();
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functions_ = nullptr;
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delete ctx_;
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}
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void OpenGLProcessor::UpdateViewportFromParams()
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{
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if (functions_ != nullptr && video_params_.is_valid()) {
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functions_->glViewport(0, 0, video_params_.effective_width(), video_params_.effective_height());
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}
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}
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