368 lines
10 KiB
C++
368 lines
10 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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push_time_(-1),
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compiled_(false)
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{
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}
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OpenGLBackend::~OpenGLBackend()
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{
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CloseInternal();
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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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QThread* thread = threads().at(i);
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// Create one processor object for each thread
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OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &decoder_cache_);
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processor->SetParameters(params());
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// Connect to it
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connect(processor, SIGNAL(RequestSibling(NodeDependency)), this, SLOT(ThreadRequestedSibling(NodeDependency)));
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connect(processor, SIGNAL(CompletedFrame(NodeDependency)), this, SLOT(CompletedFrame(NodeDependency)));
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// Finally, we can move it to its own thread
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processor->moveToThread(thread);
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// Add processor to list
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processors_.append(processor);
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// This function blocks the main thread intentionally. See the documentation for this function to see why.
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processor->Init();
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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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// Create internal FBO for copying textures
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copy_buffer_.Create(share_ctx);
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copy_buffer_.Attach(master_texture_);
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copy_pipeline_ = OpenGLShader::CreateDefault();
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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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if (!compiled_) {
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Compile();
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}
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NodeDependency dep = NodeDependency(viewer_node()->texture_input()->get_connected_output(), time, time);
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QMetaObject::invokeMethod(processors_.first(),
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"Render",
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Qt::QueuedConnection,
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Q_ARG(NodeDependency, dep));
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}
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void OpenGLBackend::CloseInternal()
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{
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Decompile();
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copy_buffer_.Destroy();
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master_texture_ = nullptr;
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copy_pipeline_ = nullptr;
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VideoRenderBackend::Close();
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}
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OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
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{
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last_time_requested_ = time;
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if (push_time_ >= 0) {
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rational temp_push_time = push_time_;
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push_time_ = -1;
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if (time == temp_push_time) {
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return master_texture_;
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}
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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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bool ret = TraverseCompiling(viewer_node());
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if (ret) {
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qDebug() << "Compiled successfully!";
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compiled_ = true;
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} else {
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qDebug() << "Compile failed:" << GetError();
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Decompile();
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}
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return ret;
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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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compiled_ = false;
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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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// Check if we have a shader or not
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if (shader_cache_.GetShader(connected_output) == 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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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_.AddShader(connected_output, 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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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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#include <QOpenGLExtraFunctions>
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#include <OpenImageIO/imageio.h>
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#include "common/define.h"
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#include "render/pixelservice.h"
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void OpenGLBackend::CompletedFrame(NodeDependency path)
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{
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caching_ = false;
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OpenGLTexturePtr texture = path.node()->get_cached_value(path.range()).value<OpenGLTexturePtr>();
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qDebug() << "Retrieved texture for time" << path.in();
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qDebug() << "Texture is" << texture.get();
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if (texture == nullptr) {
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QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
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QOpenGLExtraFunctions* xf = QOpenGLContext::currentContext()->extraFunctions();
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PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(params().format());
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QVector<char> data_buffer(PixelService::GetBufferSize(params().format(), params().width(), params().height()));
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qDebug() << "Created buffer of size" << data_buffer.size();
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// Set up OIIO::ImageSpec for compressing cached images on disk
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OIIO::ImageSpec spec(params().width(), params().height(), kRGBAChannels, format_info.oiio_desc);
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spec.attribute("compression", "dwaa:200");
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f->glBindFramebuffer(GL_READ_FRAMEBUFFER, copy_buffer_.buffer());
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xf->glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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texture->texture(),
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0);
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f->glReadPixels(0,
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0,
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texture->width(),
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texture->height(),
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format_info.pixel_format,
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format_info.gl_pixel_type,
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data_buffer.data());
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xf->glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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0,
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0);
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f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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QString cache_fn = CachePathName(QStringLiteral("%1-%2").arg(QString::number(path.in().numerator()), QString::number(path.in().denominator())).toLatin1());
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std::string working_fn_std = cache_fn.toStdString();
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std::unique_ptr<OIIO::ImageOutput> out = OIIO::ImageOutput::create(working_fn_std);
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if (out) {
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out->open(working_fn_std, spec);
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out->write_image(format_info.oiio_desc, data_buffer.data());
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out->close();
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} else {
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qWarning() << "Failed to open output file:" << cache_fn;
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}
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}
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CacheNext();
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}
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void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash)
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{
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// Threads are all done now, time to proceed
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caching_ = false;
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DeferMap(time, hash);
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if (texture != nullptr) {
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// We received a texture, time to start downloading it
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QString fn = CachePathName(hash);
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qDebug() << "INSERT DOWNLOAD CODE!";
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/*download_threads_[last_download_thread_%download_threads_.size()]->Queue(texture,
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fn,
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hash);*/
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} else {
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// There was no texture here, we must update the viewer
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DownloadThreadComplete(hash);
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}
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// If the connected output is using this time, signal it to update
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if (last_time_requested_ == time) {
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copy_buffer_.Bind();
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QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
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if (texture == nullptr) {
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// No texture, clear the master and push it
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f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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f->glClear(GL_COLOR_BUFFER_BIT);
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} else {
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texture->Bind();
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f->glViewport(0, 0, master_texture_->width(), master_texture_->height());
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olive::gl::Blit(copy_pipeline_);
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texture->Release();
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}
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copy_buffer_.Release();
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push_time_ = time;
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emit CachedFrameReady(time);
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}
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CacheNext();
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}
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void OpenGLBackend::ThreadRequestedSibling(NodeDependency dep)
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{
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Q_UNUSED(dep)
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// Try to queue another thread to run this dep in advance
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for (int i=1;i<processors_.size();i++) {
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if (processors_.at(i)->IsAvailable()) {
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QMetaObject::invokeMethod(processors_.at(i),
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"RenderAsSibling",
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Qt::QueuedConnection,
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Q_ARG(NodeDependency, dep));
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return;
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}
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}
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}
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void OpenGLBackend::ThreadSkippedFrame(const rational& time, const QByteArray& hash)
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{
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caching_ = false;
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DeferMap(time, hash);
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if (!IsCaching(hash)) {
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DownloadThreadComplete(hash);
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// Signal output to update value
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emit CachedFrameReady(time);
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}
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CacheNext();
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}
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void OpenGLBackend::DownloadThreadComplete(const QByteArray &hash)
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{
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cache_hash_list_mutex_.lock();
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cache_hash_list_.removeAll(hash);
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cache_hash_list_mutex_.unlock();
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for (int i=0;i<deferred_maps_.size();i++) {
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const HashTimeMapping& deferred = deferred_maps_.at(i);
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if (deferred_maps_.at(i).hash == hash) {
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// Insert into hash map
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time_hash_map_.insert(deferred.time, deferred.hash);
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deferred_maps_.removeAt(i);
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i--;
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}
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}
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}
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