As opposed to simply leaving all values in the table, nodes can now "take" values that they use to free up memory (e.g. "taking" input buffers if they're used to produce an output buffer). This is a fairly large change, expect regressions.
107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 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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#ifndef OPENGLPROXY_H
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#define OPENGLPROXY_H
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#include <QOffscreenSurface>
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#include <QOpenGLContext>
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#include "../videorenderworker.h"
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#include "openglframebuffer.h"
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#include "openglshadercache.h"
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#include "opengltexturecache.h"
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OLIVE_NAMESPACE_ENTER
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class OpenGLProxy : public QObject {
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Q_OBJECT
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public:
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OpenGLProxy(QObject* parent = nullptr);
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virtual ~OpenGLProxy() override;
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/**
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* @brief Initialize OpenGL instance in whatever thread this object is a part of
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*
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* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
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* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
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* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
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* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
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* platforms.
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*
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* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
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* thread) is because different platforms have different rules about creating a share context with a context that
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* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
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* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
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* haven't found any reliable way to prevent the main thread from making it current again before initialization is
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* complete other than blocking it entirely.
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*
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* To get around this, we create all share contexts in the main thread and then move them to the other thread
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* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
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* the main thread from using the context during initialization and preventing more than one shared context being made
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* at the same time (which may or may not actually make a difference).
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*/
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bool Init();
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void Close();
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void FrameToValue(FramePtr frame, StreamPtr stream, NodeValueTable* table);
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void RunNodeAccelerated(const Node *node, const TimeRange &range, NodeValueDatabase &input_params, NodeValueTable& output_params);
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void TextureToBuffer(const QVariant& texture, void *buffer);
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void SetParameters(const VideoRenderingParams& params);
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private:
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QOpenGLContext* ctx_;
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QOffscreenSurface surface_;
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QOpenGLFunctions* functions_;
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OpenGLFramebuffer buffer_;
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ColorProcessorCache color_cache_;
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VideoRenderingParams video_params_;
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OpenGLShaderCache shader_cache_;
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OpenGLTextureCache texture_cache_;
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struct CachedStill {
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OpenGLTextureCache::ReferencePtr texture;
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QString colorspace;
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bool alpha_is_associated;
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int divider;
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};
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RenderCache<Stream*, CachedStill> still_image_cache_;
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private slots:
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void FinishInit();
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};
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OLIVE_NAMESPACE_EXIT
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#endif // OPENGLPROXY_H
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