Files
oak-editor/app/render/backend/opengl/openglworker.h
T
itsmattkc 3b224c7638 multithreaded download and files that probably should have been in the last
commit

For testing the new iteration, the texture cache disk download was written
into the main thread instead of into the separate threads. Now they're back
in separate threads again.

Also I think some of these files probably should have been in the previous
commit.
2019-11-06 09:14:20 +11:00

72 lines
2.7 KiB
C++

#ifndef OPENGLPROCESSOR_H
#define OPENGLPROCESSOR_H
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
class OpenGLWorker : public VideoRenderWorker {
Q_OBJECT
public:
OpenGLWorker(QOpenGLContext* share_ctx, OpenGLShaderCache* shader_cache, DecoderCache* decoder_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 QVariant FrameToTexture(FramePtr frame) override;
virtual bool OutputIsShader(NodeOutput *output) override;
virtual QVariant RunNodeAsShader(NodeOutput *output) 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_;
private slots:
void FinishInit();
};
#endif // OPENGLPROCESSOR_H