Files
oak-editor/app/render/backend/opengl/openglbackend.cpp
T

183 lines
4.6 KiB
C++

#include "openglbackend.h"
#include <QEventLoop>
#include <QThread>
#include "openglrenderfunctions.h"
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent),
master_texture_(nullptr)
{
}
OpenGLBackend::~OpenGLBackend()
{
Close();
}
bool OpenGLBackend::InitInternal()
{
if (!VideoRenderBackend::InitInternal()) {
return false;
}
QOpenGLContext* share_ctx = QOpenGLContext::currentContext();
if (share_ctx == nullptr) {
qCritical() << "No active OpenGL context to connect to";
return false;
}
// Initiate one thread per CPU core
for (int i=0;i<threads().size();i++) {
// Create one processor object for each thread
OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, &texture_cache_, frame_cache());
processor->SetParameters(params());
processors_.append(processor);
}
// Create master texture (the one sent to the viewer)
master_texture_ = std::make_shared<OpenGLTexture>();
master_texture_->Create(share_ctx, params().effective_width(), params().effective_height(), params().format());
// Create copy buffer/pipeline
copy_buffer_.Create(share_ctx);
copy_pipeline_ = OpenGLShader::CreateDefault();
return true;
}
void OpenGLBackend::CloseInternal()
{
copy_buffer_.Destroy();
copy_pipeline_ = nullptr;
master_texture_ = nullptr;
}
OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
{
const char* cached_frame = GetCachedFrame(time);
if (cached_frame != nullptr) {
master_texture_->Upload(cached_frame);
return master_texture_;
}
return nullptr;
}
bool OpenGLBackend::CompileInternal()
{
if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) {
// Nothing to be done, nothing to compile
return true;
}
// Traverse node graph compiling where necessary
QList<Node*> nodes = viewer_node()->GetDependencies();
foreach (Node* n, nodes) {
// Check if we have a shader or not
if (!shader_cache_.Has(n->id())) {
// Since we don't have a shader, compile one now
// If the node has no code, it mustn't be GPU accelerated
if (!n->IsAccelerated()) {
// We enter a null shader so we don't try to compile this again
shader_cache_.Add(n->id(), nullptr);
} else {
// Since we have shader code, compile it now
OpenGLShaderPtr program;
QString frag_code = n->AcceleratedCodeFragment();
QString vert_code = n->AcceleratedCodeVertex();
if (frag_code.isEmpty()) {
frag_code = OpenGLShader::CodeDefaultFragment();
}
if (vert_code.isEmpty()) {
vert_code = OpenGLShader::CodeDefaultVertex();
}
if (!(program = std::make_shared<OpenGLShader>())) {
SetError(QStringLiteral("Failed to create OpenGL shader object"));
return false;
}
if (!program->create()) {
SetError(QStringLiteral("Failed to create OpenGL shader on device"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
return false;
}
if (!program->link()) {
SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
return false;
}
shader_cache_.Add(n->id(), program);
}
}
}
return true;
}
void OpenGLBackend::DecompileInternal()
{
shader_cache_.Clear();
}
void OpenGLBackend::EmitCachedFrameReady(const rational &time, const QVariant &value, qint64 job_time)
{
OpenGLTextureCache::ReferencePtr ref = value.value<OpenGLTextureCache::ReferencePtr>();
OpenGLTexturePtr tex;
if (ref && ref->texture()) {
tex = CopyTexture(ref->texture());
} else {
tex = nullptr;
}
emit CachedFrameReady(time, QVariant::fromValue(tex), job_time);
}
OpenGLTexturePtr OpenGLBackend::CopyTexture(OpenGLTexturePtr input)
{
input->Lock();
QOpenGLContext* ctx = QOpenGLContext::currentContext();
OpenGLTexturePtr copy = std::make_shared<OpenGLTexture>();
copy->Create(ctx, input->width(), input->height(), input->format());
ctx->functions()->glViewport(0, 0, input->width(), input->height());
copy_buffer_.Attach(copy);
copy_buffer_.Bind();
input->Bind();
OpenGLRenderFunctions::Blit(copy_pipeline_);
input->Release();
copy_buffer_.Release();
copy_buffer_.Detach();
input->Unlock();
return copy;
}