319 lines
11 KiB
C++
319 lines
11 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "renderer.h"
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#include <QDateTime>
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#include <QThread>
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#include <QTimer>
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#include <QVector2D>
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namespace olive {
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Renderer::Renderer(QObject *parent) :
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QObject(parent)
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{
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}
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TexturePtr Renderer::CreateTexture(const VideoParams ¶ms, const void *data, int linesize)
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{
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QVariant v;
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if (USE_TEXTURE_CACHE) {
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QMutexLocker locker(&texture_cache_lock_);
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for (auto it=texture_cache_.begin(); it!=texture_cache_.end(); it++) {
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if (it->width == params.effective_width()
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&& it->height == params.effective_height()
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&& it->depth == params.effective_depth()
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&& it->format == params.format()
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&& it->channel_count == params.channel_count()) {
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v = it->handle;
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texture_cache_.erase(it);
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break;
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}
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}
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}
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if (v.isNull()) {
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v = CreateNativeTexture(params.effective_width(), params.effective_height(), params.effective_depth(),
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params.format(), params.channel_count(), data, linesize);
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} else if (data) {
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UploadToTexture(v, params, data, linesize);
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} else {
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this->Flush();
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}
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return CreateTextureFromNativeHandle(v, params);
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}
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void Renderer::DestroyTexture(Texture *texture)
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{
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if (USE_TEXTURE_CACHE) {
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// HACK: Dirty, dirty hack. OpenGL uses "contexts" to store all of its data, and each context
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// can only be used by the thread that created it. However there are also "shared contexts"
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// where assets from one context can be used in another. We use shared contexts so that
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// textures rendered in the background can be displayed on the screen, travelling from
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// a background thread to the main UI thread. However, when that texture is destroyed, it
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// comes back here to be placed in the texture cache. But that leads to a race condition
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// because it will call the background thread's renderer in the main thread. Since all
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// assets are shared, we could technically just get the texture to call "destroy" in the
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// viewer's renderer instance, but that would mean all textures would end up stranded
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// there unusable by the background renderer, negating the very advantage of the texture
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// cache in the first place. Therefore, we simply allow the thread calling to happen, and
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// use mutexes to prevent race conditions.
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//
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// Presumably Vulkan would not have this issue because it allows for application-wide
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// instances and multithreading.
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texture_cache_lock_.lock();
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texture_cache_.push_back({texture->params().effective_width(),
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texture->params().effective_height(),
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texture->params().effective_depth(),
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texture->params().format(),
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texture->params().channel_count(),
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texture->id(),
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QDateTime::currentMSecsSinceEpoch()});
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texture_cache_lock_.unlock();
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if (QThread::currentThread() == this->thread()) {
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ClearOldTextures();
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}
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} else {
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DestroyNativeTexture(texture->id());
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}
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}
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TexturePtr Renderer::InterlaceTexture(TexturePtr top, TexturePtr bottom, const VideoParams ¶ms)
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{
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color_cache_mutex_.lock();
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if (interlace_texture_.isNull()) {
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interlace_texture_ = CreateNativeShader(ShaderCode(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/interlace.frag"))));
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}
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color_cache_mutex_.unlock();
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ShaderJob job;
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job.Insert(QStringLiteral("top_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(top)));
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job.Insert(QStringLiteral("bottom_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(bottom)));
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, QVector2D(params.effective_width(), params.effective_height())));
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TexturePtr output = CreateTexture(params);
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BlitToTexture(interlace_texture_, job, output.get());
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return output;
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}
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QVariant Renderer::GetDefaultShader()
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{
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QMutexLocker locker(&color_cache_mutex_);
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if (default_shader_.isNull()) {
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default_shader_ = CreateNativeShader(ShaderCode(QString(), QString()));
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}
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return default_shader_;
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}
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void Renderer::Destroy()
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{
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if (!default_shader_.isNull()) {
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DestroyNativeShader(default_shader_);
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default_shader_.clear();
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}
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color_cache_.clear();
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if (!interlace_texture_.isNull()) {
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DestroyNativeShader(interlace_texture_);
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interlace_texture_.clear();
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}
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for (auto it=texture_cache_.begin(); it!=texture_cache_.end(); it++) {
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DestroyNativeTexture(it->handle);
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}
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texture_cache_.clear();
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DestroyInternal();
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}
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TexturePtr Renderer::CreateTextureFromNativeHandle(const QVariant &v, const VideoParams ¶ms)
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{
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if (v.isNull()) {
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return nullptr;
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}
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return std::make_shared<Texture>(this, v, params);
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}
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bool Renderer::GetColorContext(const ColorTransformJob &color_job, Renderer::ColorContext *ctx)
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{
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QMutexLocker locker(&color_cache_mutex_);
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ColorContext& color_ctx = *ctx;
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QString proc_id = color_job.id();
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if (color_cache_.contains(proc_id)) {
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color_ctx = color_cache_.value(proc_id);
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return true;
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} else {
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// Create shader description
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QString ocio_func_name;
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if (color_job.GetFunctionName().isEmpty()) {
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ocio_func_name = "OCIODisplay";
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} else {
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ocio_func_name = color_job.GetFunctionName();
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}
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auto shader_desc = OCIO::GpuShaderDesc::CreateShaderDesc();
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shader_desc->setLanguage(OCIO::GPU_LANGUAGE_GLSL_ES_3_0);
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shader_desc->setFunctionName(ocio_func_name.toUtf8());
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shader_desc->setResourcePrefix("ocio_");
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// Generate shader
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color_job.GetColorProcessor()->GetProcessor()->getDefaultGPUProcessor()->extractGpuShaderInfo(shader_desc);
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ShaderCode code;
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if (const Node *shader_src = color_job.CustomShaderSource()) {
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// Use shader code from associated node
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code = shader_src->GetShaderCode({color_job.CustomShaderID(), shader_desc->getShaderText()});
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} else {
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// Generate shader code using OCIO stub and our auto-generated name
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code = FileFunctions::ReadFileAsString(QStringLiteral(":shaders/colormanage.frag"));
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code.set_frag_code(code.frag_code().arg(shader_desc->getShaderText()));
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}
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// Try to compile shader
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color_ctx.compiled_shader = CreateNativeShader(code);
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if (color_ctx.compiled_shader.isNull()) {
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return false;
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}
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color_ctx.lut3d_textures.resize(shader_desc->getNum3DTextures());
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for (unsigned int i=0; i<shader_desc->getNum3DTextures(); i++) {
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const char* tex_name = nullptr;
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const char* sampler_name = nullptr;
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unsigned int edge_len = 0;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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shader_desc->get3DTexture(i, tex_name, sampler_name, edge_len, interpolation);
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if (!tex_name || !*tex_name
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|| !sampler_name || !*sampler_name
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|| !edge_len) {
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qCritical() << "3D LUT texture data is corrupted";
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return false;
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}
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const float* values = nullptr;
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shader_desc->get3DTextureValues(i, values);
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if (!values) {
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qCritical() << "3D LUT texture values are missing";
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return false;
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}
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// Allocate 3D LUT
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color_ctx.lut3d_textures[i].texture = CreateTexture(VideoParams(edge_len, edge_len, edge_len, PixelFormat::F32, VideoParams::kRGBChannelCount), values);
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color_ctx.lut3d_textures[i].name = sampler_name;
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color_ctx.lut3d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear;
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}
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color_ctx.lut1d_textures.resize(shader_desc->getNumTextures());
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for (unsigned int i=0; i<shader_desc->getNumTextures(); i++) {
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const char* tex_name = nullptr;
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const char* sampler_name = nullptr;
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unsigned int width = 0, height = 0;
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OCIO::GpuShaderDesc::TextureType channel = OCIO::GpuShaderDesc::TEXTURE_RGB_CHANNEL;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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shader_desc->getTexture(i, tex_name, sampler_name, width, height, channel, interpolation);
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if (!tex_name || !*tex_name
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|| !sampler_name || !*sampler_name
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|| !width) {
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qCritical() << "1D LUT texture data is corrupted";
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return false;
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}
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const float* values = nullptr;
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shader_desc->getTextureValues(i, values);
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if (!values) {
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qCritical() << "1D LUT texture values are missing";
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return false;
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}
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// Allocate 1D LUT
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color_ctx.lut1d_textures[i].texture = CreateTexture(VideoParams(width, height, PixelFormat::F32, (channel == OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ? 1 : VideoParams::kRGBChannelCount), values);
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color_ctx.lut1d_textures[i].name = sampler_name;
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color_ctx.lut1d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear;
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}
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color_cache_.insert(proc_id, color_ctx);
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return true;
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}
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}
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void Renderer::ClearOldTextures()
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{
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QMutexLocker locker(&texture_cache_lock_);
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for (auto it=texture_cache_.begin(); it!=texture_cache_.end(); ) {
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if (it->accessed < QDateTime::currentMSecsSinceEpoch() - MAX_TEXTURE_LIFE) {
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DestroyNativeTexture(it->handle);
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it = texture_cache_.erase(it);
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} else {
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it++;
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}
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}
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}
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void Renderer::BlitColorManaged(const ColorTransformJob &color_job, Texture *destination, const VideoParams ¶ms)
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{
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ColorContext color_ctx;
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if (!GetColorContext(color_job, &color_ctx)) {
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return;
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}
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ShaderJob job;
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job.Insert(QStringLiteral("ove_maintex"), color_job.GetInputTexture());
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job.Insert(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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job.Insert(QStringLiteral("ove_cropmatrix"), NodeValue(NodeValue::kMatrix, color_job.GetCropMatrix().inverted()));
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job.Insert(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, int(color_job.GetInputAlphaAssociation())));
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job.Insert(QStringLiteral("ove_force_opaque"), NodeValue(NodeValue::kBoolean, color_job.GetForceOpaque()));
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job.Insert(color_job.GetValues());
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foreach (const ColorContext::LUT& l, color_ctx.lut3d_textures) {
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job.Insert(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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foreach (const ColorContext::LUT& l, color_ctx.lut1d_textures) {
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job.Insert(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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if (destination) {
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BlitToTexture(color_ctx.compiled_shader, job, destination, color_job.IsClearDestinationEnabled());
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} else {
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Blit(color_ctx.compiled_shader, job, params, color_job.IsClearDestinationEnabled());
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}
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}
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}
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