Files
oak-editor/app/render/backend/opengl/openglworker.cpp
T
itsmattkc 61c60e00d6 various small code cleanups and improvements
Largely refactoring work to make the code somewhat nicer to work with.
2019-12-26 19:00:08 +11:00

390 lines
13 KiB
C++

#include "openglworker.h"
#include "common/clamp.h"
#include "core.h"
#include "node/block/transition/transition.h"
#include "node/node.h"
#include "openglcolorprocessor.h"
#include "openglrenderfunctions.h"
#include "render/colormanager.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, OpenGLTextureCache *texture_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(frame_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
shader_cache_(shader_cache),
texture_cache_(texture_cache)
{
surface_.create();
}
OpenGLWorker::~OpenGLWorker()
{
surface_.destroy();
}
bool OpenGLWorker::InitInternal()
{
if (!VideoRenderWorker::InitInternal()) {
return false;
}
// Create context object
ctx_ = new QOpenGLContext();
// Set share context
ctx_->setShareContext(share_ctx_);
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_->create()) {
qWarning() << "Failed to create OpenGL context in thread" << thread();
return false;
}
ctx_->moveToThread(this->thread());
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
void OpenGLWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
// Ensure stream is video or image type
if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
return;
}
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
// Set up OCIO context
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache()->Get(video_stream->colorspace()));
if (!color_processor) {
// FIXME: We match with the colorspace string, but this won't change if the user sets a new config with a colorspace with the same string
color_processor = OpenGLColorProcessor::CreateOpenGL(video_stream->footage()->project()->color_manager()->GetConfig(),
video_stream->colorspace(),
OCIO::ROLE_SCENE_LINEAR);
color_cache()->Add(video_stream->colorspace(), color_processor);
}
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (video_params().mode() == RenderMode::kOnline) {
// If alpha is associated, disassociate for the color transform
if (video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Convert frame to float for OCIO
frame = PixelService::ConvertPixelFormat(frame, PixelFormat::PIX_FMT_RGBA32F);
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
VideoRenderingParams footage_params(frame->width(), frame->height(), stream->timebase(), frame->format(), video_params().mode());
OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_->Get(ctx_, footage_params, frame->data());
if (video_params().mode() == RenderMode::kOffline) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
// Create destination texture
OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_->Get(ctx_, footage_params);
buffer_.Attach(associated_tex_ref->texture(), true);
buffer_.Bind();
footage_tex_ref->texture()->Bind();
// Set viewport for texture size
functions_->glViewport(0, 0, footage_tex_ref->texture()->width(), footage_tex_ref->texture()->height());
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex_ref->texture()->Release();
buffer_.Release();
buffer_.Detach();
footage_tex_ref = associated_tex_ref;
}
table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex_ref));
}
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
void OpenGLWorker::ParametersChangedEvent()
{
if (functions_ != nullptr && video_params().is_valid()) {
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
}
}
void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable *output_params)
{
OpenGLShaderPtr shader = shader_cache_->Get(node->id());
if (!shader) {
return;
}
// Create the output textures
QList<OpenGLTextureCache::ReferencePtr> dst_refs;
dst_refs.append(texture_cache_->Get(ctx_, video_params()));
GLuint iterative_input = 0;
// If this node requires multiple iterations, get a texture for it too
if (node->AcceleratedCodeIterations() > 1 && node->AcceleratedCodeIterativeInput()) {
dst_refs.append(texture_cache_->Get(ctx_, video_params()));
}
// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
shader->Lock();
shader->bind();
unsigned int input_texture_count = 0;
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(param->id());
if (variable_location > -1) {
// This variable is used in the shader, let's set it to our value
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = (*input_params)[input];
QVariant value = node->InputValueFromTable(input, input_data);
switch (input->data_type()) {
case NodeInput::kInt:
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
shader->setUniformValue(variable_location, value.value<QVector2D>());
break;
case NodeInput::kVec3:
shader->setUniformValue(variable_location, value.value<QVector3D>());
break;
case NodeInput::kVec4:
shader->setUniformValue(variable_location, value.value<QVector4D>());
break;
case NodeInput::kMatrix:
shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
break;
case NodeInput::kColor:
shader->setUniformValue(variable_location, value.value<QColor>());
break;
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kFootage:
case NodeInput::kTexture:
case NodeInput::kBuffer:
{
OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
GLuint tex_id = texture ? texture->texture()->texture() : 0;
functions_->glBindTexture(GL_TEXTURE_2D, tex_id);
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
// Set enable flag if shader wants it
int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(input->id()));
if (enable_param_location > -1) {
shader->setUniformValue(enable_param_location,
tex_id > 0);
}
if (tex_id > 0) {
// Set texture resolution if shader wants it
int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(input->id()));
if (res_param_location > -1) {
shader->setUniformValue(res_param_location,
static_cast<GLfloat>(texture->texture()->width()),
static_cast<GLfloat>(texture->texture()->height()));
}
}
// If this texture binding is the iterative input, set it here
if (input == node->AcceleratedCodeIterativeInput()) {
iterative_input = input_texture_count;
}
OpenGLRenderFunctions::PrepareToDraw(functions_);
input_texture_count++;
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kWholeNumber:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kVector:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
}
}
// Set up OpenGL parameters as necessary
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
// Provide some standard args
shader->setUniformValue("ove_resolution",
static_cast<GLfloat>(video_params().width()),
static_cast<GLfloat>(video_params().height()));
if (node->IsBlock()) {
const Block* block_node = static_cast<const Block*>(node);
if (block_node->type() == Block::kTransition) {
const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
// Provide transition information
double internal_time = (range.in() - block_node->in()).toDouble();
GLfloat all_prog = static_cast<GLfloat>(internal_time / block_node->length().toDouble());
GLfloat out_prog = 0;
GLfloat in_prog = 0;
if (transition_node->out_offset() != 0) {
out_prog = static_cast<GLfloat>(clamp(1.0 - (internal_time / transition_node->out_offset().toDouble()), 0.0, 1.0));
}
if (transition_node->in_offset() != 0) {
in_prog = static_cast<GLfloat>(clamp((internal_time - transition_node->out_offset().toDouble()) / transition_node->in_offset().toDouble(), 0.0, 1.0));
}
// Provides total transition progress from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_all", all_prog);
// Provides progress of out section from 1.0 (start) - 0.0 (end)
shader->setUniformValue("ove_tprog_out", out_prog);
// Provides progress of in section from 0.0 (start) - 1.0 (end)
shader->setUniformValue("ove_tprog_in", in_prog);
}
}
// Some nodes use multiple iterations for optimization
OpenGLTextureCache::ReferencePtr output_tex;
for (int iteration=0;iteration<node->AcceleratedCodeIterations();iteration++) {
// Set iteration number
shader->bind();
shader->setUniformValue("ove_iteration", iteration);
shader->release();
// If this is not the first iteration, set the parameter that will receive the last iteration's texture
OpenGLTextureCache::ReferencePtr source_tex = dst_refs.at((iteration+1)%dst_refs.size());
OpenGLTextureCache::ReferencePtr destination_tex = dst_refs.at(iteration%dst_refs.size());
if (iteration > 0) {
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
functions_->glBindTexture(GL_TEXTURE_2D, source_tex->texture()->texture());
}
buffer_.Attach(destination_tex->texture(), true);
buffer_.Bind();
// Blit this texture through this shader
OpenGLRenderFunctions::Blit(shader);
buffer_.Release();
buffer_.Detach();
// Update output reference to the last texture we wrote to
output_tex = destination_tex;
}
// Make sure all OpenGL functions are complete by this point before unlocking the shader (or another thread may
// change its parameters before our drawing in this thread is done)
shader->Unlock();
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
// Release texture here
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
shader->release();
output_params->Push(NodeParam::kTexture, QVariant::fromValue(output_tex));
}
void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
PixelFormat::Info format_info = PixelService::GetPixelFormatInfo(video_params().format());
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture->texture());
buffer_.Bind();
f->glReadPixels(0,
0,
texture->texture()->width(),
texture->texture()->height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
buffer_.Release();
buffer_.Detach();
}
void OpenGLWorker::FinishInit()
{
// Make context current on that surface
if (!ctx_->makeCurrent(&surface_)) {
qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
return;
}
// Store OpenGL functions instance
functions_ = ctx_->functions();
functions_->glBlendFunc(GL_ONE, GL_ZERO);
ParametersChangedEvent();
buffer_.Create(ctx_);
}