850 lines
24 KiB
C++
850 lines
24 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 "openglrenderer.h"
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#include <iostream>
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#include <QDateTime>
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#include <QDebug>
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#include <QOpenGLExtraFunctions>
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#include "config/config.h"
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namespace olive {
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const int OpenGLRenderer::kTextureCacheMaxSize = 5000;
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const QVector<GLfloat> blit_vertices = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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const QVector<GLfloat> blit_texcoords = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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class ErrorPrinter {
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public:
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ErrorPrinter(const char* name, QOpenGLFunctions* f)
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{
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GLuint err = f->glGetError();
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if (err > 0)
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qDebug() << name << "entered with" << err;
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name_ = name;
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functions_ = f;
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}
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~ErrorPrinter()
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{
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GLuint err = functions_->glGetError();
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if (err > 0)
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qDebug() << name_ << "exited with" << err;
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}
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private:
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const char* name_;
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QOpenGLFunctions* functions_;
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};
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#define PRINT_GL_ERRORS ErrorPrinter __e(__FUNCTION__, functions_)
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#define GL_PREAMBLE \
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//QMutexLocker __l(&global_opengl_mutex);
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//QMutex global_opengl_mutex;
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OpenGLRenderer::OpenGLRenderer(QObject* parent) :
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Renderer(parent),
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context_(nullptr),
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framebuffer_(0)
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{
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}
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OpenGLRenderer::~OpenGLRenderer()
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{
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Destroy();
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PostDestroy();
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}
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void OpenGLRenderer::Init(QOpenGLContext *existing_ctx)
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{
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if (context_) {
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qCritical() << "Can't initialize already initialized OpenGLRenderer";
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return;
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}
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context_ = existing_ctx;
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}
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bool OpenGLRenderer::Init()
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{
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GL_PREAMBLE;
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if (context_) {
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qCritical() << "Can't initialize already initialized OpenGLRenderer";
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return false;
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}
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surface_.create();
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context_ = new QOpenGLContext(this);
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context_->setShareContext(QOpenGLContext::globalShareContext());
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if (!context_->create()) {
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qCritical() << "Failed to create OpenGL context";
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return false;
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}
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context_->moveToThread(this->thread());
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return true;
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}
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void OpenGLRenderer::PostDestroy()
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{
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// Destroy surface if we created it
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if (surface_.isValid()) {
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surface_.destroy();
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}
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}
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void OpenGLRenderer::PostInit()
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{
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GL_PREAMBLE;
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// Make context current on that surface
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if (context_->parent() == this && !context_->makeCurrent(&surface_)) {
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qCritical() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
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return;
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}
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functions_ = context_->functions();
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// Store OpenGL functions instance
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functions_->glBlendFunc(GL_ONE, GL_ZERO);
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// Set up framebuffer used for various things
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functions_->glGenFramebuffers(1, &framebuffer_);
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}
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void OpenGLRenderer::DestroyInternal()
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{
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if (context_) {
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GL_PREAMBLE;
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// Delete framebuffer
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functions_->glDeleteFramebuffers(1, &framebuffer_);
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framebuffer_ = 0;
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// Delete context if it belongs to us
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if (context_->parent() == this) {
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delete context_;
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}
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context_ = nullptr;
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}
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}
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void OpenGLRenderer::ClearDestination(Texture *texture, double r, double g, double b, double a)
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{
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GL_PREAMBLE;
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if (texture) {
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AttachTextureAsDestination(texture->id());
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}
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ClearDestinationInternal(r, g, b, a);
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if (texture) {
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DetachTextureAsDestination();
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}
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}
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QVariant OpenGLRenderer::CreateNativeTexture(int width, int height, int depth, PixelFormat format, int channel_count, const void *data, int linesize)
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{
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GL_PREAMBLE;
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bool is_3d = depth > 1;
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// Generate new texture
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GLuint texture;
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functions_->glGenTextures(1, &texture);
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texture_params_.insert(texture, {width, height, depth, format, channel_count});
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize);
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GLenum target_current = is_3d ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_2D;
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GLenum target = is_3d ? GL_TEXTURE_3D : GL_TEXTURE_2D;
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GLint current_tex;
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functions_->glGetIntegerv(target_current, ¤t_tex);
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functions_->glBindTexture(target, texture);
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if (is_3d) {
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context_->extraFunctions()->glTexImage3D(target, 0, GetInternalFormat(format, channel_count),
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width, height, depth, 0, GetPixelFormat(channel_count),
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GetPixelType(format), data);
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} else {
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functions_->glTexImage2D(target, 0, GetInternalFormat(format, channel_count),
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width, height, 0, GetPixelFormat(channel_count),
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GetPixelType(format), data);
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}
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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functions_->glBindTexture(target, current_tex);
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return texture;
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}
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void OpenGLRenderer::AttachTextureAsDestination(const QVariant &texture)
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{
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PRINT_GL_ERRORS;
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
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functions_->glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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texture.value<GLuint>(),
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0);
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}
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void OpenGLRenderer::DetachTextureAsDestination()
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{
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void OpenGLRenderer::DestroyNativeTexture(QVariant texture)
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{
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GLuint t = texture.value<GLuint>();
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if (t > 0) {
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functions_->glDeleteTextures(1, &t);
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}
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}
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QVariant OpenGLRenderer::CreateNativeShader(ShaderCode code)
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{
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GL_PREAMBLE;
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PRINT_GL_ERRORS;
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GLuint vert = CompileShader(GL_VERTEX_SHADER, code.vert_code());
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GLuint frag = CompileShader(GL_FRAGMENT_SHADER, code.frag_code());
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GLuint program = 0;
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if (frag && vert) {
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program = functions_->glCreateProgram();
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functions_->glAttachShader(program, frag);
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functions_->glAttachShader(program, vert);
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functions_->glLinkProgram(program);
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GLint success;
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functions_->glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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qWarning() << "Failed to link OpenGL shader program";
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functions_->glDeleteProgram(program);
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program = 0;
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}
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}
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functions_->glDeleteShader(frag);
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functions_->glDeleteShader(vert);
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return program;
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}
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void OpenGLRenderer::DestroyNativeShader(QVariant shader)
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{
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GL_PREAMBLE;
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GLuint program = shader.value<GLuint>();
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functions_->glDeleteProgram(program);
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}
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void OpenGLRenderer::UploadToTexture(const QVariant &handle, const VideoParams &p, const void *data, int linesize)
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{
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GL_PREAMBLE;
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GLuint t = handle.value<GLuint>();
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bool is_3d = p.is_3d();
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GLenum tex_type = !is_3d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
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GLenum tex_binding = !is_3d ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_3D;
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// Store currently bound texture so it can be restored later
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GLint current_tex;
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functions_->glGetIntegerv(tex_binding, ¤t_tex);
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functions_->glBindTexture(tex_type, t);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize);
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{
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PRINT_GL_ERRORS;
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if (!is_3d) {
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functions_->glTexSubImage2D(tex_type, 0, 0, 0,
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p.effective_width(), p.effective_height(),
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GetPixelFormat(p.channel_count()), GetPixelType(p.format()),
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data);
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} else {
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context_->extraFunctions()->glTexSubImage3D(tex_type, 0, 0, 0, 0,
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p.effective_width(), p.effective_height(), p.effective_depth(),
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GetPixelFormat(p.channel_count()), GetPixelType(p.format()),
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data);
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}
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}
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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functions_->glBindTexture(tex_type, current_tex);
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}
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void OpenGLRenderer::DownloadFromTexture(const QVariant &id, const VideoParams &p, void *data, int linesize)
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{
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GL_PREAMBLE;
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GLint current_tex;
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functions_->glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_tex);
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AttachTextureAsDestination(id);
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, linesize);
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{
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PRINT_GL_ERRORS;
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functions_->glReadPixels(0,
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0,
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p.effective_width(),
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p.effective_height(),
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GetPixelFormat(p.channel_count()),
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GetPixelType(p.format()),
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data);
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}
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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DetachTextureAsDestination();
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functions_->glBindTexture(GL_TEXTURE_2D, current_tex);
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}
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void OpenGLRenderer::Flush()
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{
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GL_PREAMBLE;
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if (OLIVE_CONFIG("UseGLFinish").toBool()) {
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functions_->glFinish();
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} else {
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functions_->glFlush();
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}
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}
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Color OpenGLRenderer::GetPixelFromTexture(Texture *texture, const QPointF &pt)
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{
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AttachTextureAsDestination(texture->id());
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QByteArray data(VideoParams::GetBytesPerPixel(texture->format(), texture->channel_count()), Qt::Uninitialized);
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functions_->glReadPixels(pt.x(), pt.y(), 1, 1, GetPixelFormat(texture->channel_count()), GetPixelType(texture->format()), data.data());
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Color c = Color::fromData(data.data(), texture->format(), texture->channel_count());
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if (texture->channel_count() == VideoParams::kRGBChannelCount) {
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// No alpha channel, set to 1.0
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c.set_alpha(1.0);
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}
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DetachTextureAsDestination();
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return c;
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}
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struct TextureToBind {
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TexturePtr texture;
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Texture::Interpolation interpolation;
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};
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void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, VideoParams destination_params, bool clear_destination)
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{
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GL_PREAMBLE;
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// If this node is iterative, we'll pick up which input here
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QMap<QString, GLuint> texture_index_map;
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QVector<TextureToBind> textures_to_bind;
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GLuint shader = s.value<GLuint>();
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functions_->glUseProgram(shader);
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for (auto it=job.GetValues().constBegin(); it!=job.GetValues().constEnd(); it++) {
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// See if the shader has takes this parameter as an input
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GLint variable_location = functions_->glGetUniformLocation(shader, it.key().toUtf8().constData());
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if (variable_location == -1) {
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continue;
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}
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// This variable is used in the shader, let's set it
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const NodeValue& value = it.value();
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// Arrays are not currently supported in this system
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if (value.array()) {
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continue;
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}
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switch (value.type()) {
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case NodeValue::kInt:
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// kInt technically specifies a LongLong, but OpenGL doesn't support those. This may lead to
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// over/underflows if the number is large enough, but the likelihood of that is quite low.
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functions_->glUniform1i(variable_location, value.toInt());
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break;
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case NodeValue::kFloat:
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// kFloat technically specifies a double but as above, OpenGL doesn't support those.
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functions_->glUniform1f(variable_location, value.toDouble());
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break;
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case NodeValue::kVec2:
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{
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QVector2D v = value.toVec2();
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functions_->glUniform2fv(variable_location, 1, reinterpret_cast<const GLfloat*>(&v));
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break;
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}
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case NodeValue::kVec3:
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{
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QVector3D v = value.toVec3();
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functions_->glUniform3fv(variable_location, 1, reinterpret_cast<const GLfloat*>(&v));
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break;
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}
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case NodeValue::kVec4:
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{
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QVector4D v = value.toVec4();
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functions_->glUniform4fv(variable_location, 1, reinterpret_cast<const GLfloat*>(&v));
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break;
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}
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case NodeValue::kMatrix:
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functions_->glUniformMatrix4fv(variable_location, 1, false, value.toMatrix().constData());
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break;
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case NodeValue::kCombo:
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functions_->glUniform1i(variable_location, value.toInt());
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break;
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case NodeValue::kColor:
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{
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Color color = value.toColor();
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functions_->glUniform4f(variable_location, color.red(), color.green(), color.blue(), color.alpha());
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break;
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}
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case NodeValue::kBoolean:
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functions_->glUniform1i(variable_location, value.toBool());
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break;
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case NodeValue::kTexture:
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{
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TexturePtr texture = value.toTexture();
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// Set value to bound texture
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functions_->glUniform1i(variable_location, textures_to_bind.size());
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texture_index_map.insert(it.key(), textures_to_bind.size());
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textures_to_bind.append({texture, job.GetInterpolation(it.key())});
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// Set enable flag if shader wants it
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GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
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int enable_param_location = functions_->glGetUniformLocation(shader, QStringLiteral("%1_enabled").arg(it.key()).toUtf8().constData());
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if (enable_param_location > -1) {
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functions_->glUniform1i(enable_param_location, tex_id > 0);
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}
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break;
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}
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case NodeValue::kSamples:
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case NodeValue::kText:
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case NodeValue::kRational:
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case NodeValue::kFont:
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case NodeValue::kFile:
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case NodeValue::kVideoParams:
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case NodeValue::kAudioParams:
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case NodeValue::kSubtitleParams:
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case NodeValue::kBezier:
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case NodeValue::kBinary:
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case NodeValue::kNone:
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case NodeValue::kDataTypeCount:
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break;
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}
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}
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// Bind all textures
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for (int i=0; i<textures_to_bind.size(); i++) {
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const TextureToBind& t = textures_to_bind.at(i);
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TexturePtr texture = t.texture;
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GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
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functions_->glActiveTexture(GL_TEXTURE0 + i);
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GLenum target = (texture && texture->params().is_3d()) ? GL_TEXTURE_3D : GL_TEXTURE_2D;
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functions_->glBindTexture(target, tex_id);
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if (tex_id) {
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PrepareInputTexture(target, t.interpolation);
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if (texture->channel_count() == 1 && destination_params.channel_count() != 1) {
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// Interpret this texture as a grayscale texture
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
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}
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}
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}
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// Ensure matrix is set, at least to identity
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GLint mvpmat_location = functions_->glGetUniformLocation(shader, "ove_mvpmat");
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if (mvpmat_location > -1) {
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functions_->glUniformMatrix4fv(mvpmat_location, 1, false, job.Get(QStringLiteral("ove_mvpmat")).toMatrix().constData());
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}
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// Set the viewport to the "physical" resolution of the destination
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functions_->glViewport(0, 0,
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destination_params.effective_width(),
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destination_params.effective_height());
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// Bind vertex array object
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QOpenGLVertexArrayObject vao_;
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vao_.create();
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vao_.bind();
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// Set buffers
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QOpenGLBuffer vert_vbo_;
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vert_vbo_.create();
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vert_vbo_.bind();
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// If the job has vertex coordinate overrides use them instead of the defaults.
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if (!job.GetVertexCoordinates().isEmpty()) {
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Q_ASSERT(job.GetVertexCoordinates().size() == 18);
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vert_vbo_.allocate(job.GetVertexCoordinates().constData(), job.GetVertexCoordinates().size() * sizeof(float));
|
|
} else {
|
|
vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
|
|
}
|
|
vert_vbo_.release();
|
|
|
|
QOpenGLBuffer frag_vbo_;
|
|
frag_vbo_.create();
|
|
frag_vbo_.bind();
|
|
frag_vbo_.allocate(blit_texcoords.constData(), blit_texcoords.size() * sizeof(GLfloat));
|
|
frag_vbo_.release();
|
|
|
|
GLint vertex_location = functions_->glGetAttribLocation(shader, "a_position");
|
|
if (vertex_location != -1) {
|
|
vert_vbo_.bind();
|
|
functions_->glEnableVertexAttribArray(vertex_location);
|
|
functions_->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
vert_vbo_.release();
|
|
}
|
|
|
|
GLint tex_location = functions_->glGetAttribLocation(shader, "a_texcoord");
|
|
if (tex_location != -1) {
|
|
frag_vbo_.bind();
|
|
functions_->glEnableVertexAttribArray(tex_location);
|
|
functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
frag_vbo_.release();
|
|
}
|
|
|
|
// Some shaders optimize through multiple iterations which requires ping-ponging textures
|
|
// - If there are only two iterations, we can just create one backend texture and then the
|
|
// destination can be the second
|
|
// - If there are more than two iterations, we need to ping pong back and forth between two
|
|
// textures. We can still use the destination as the last iteration, but we'll need textures
|
|
// for the iterative process.
|
|
int real_iteration_count;
|
|
if (job.GetIterationCount() > 1 && !job.GetIterativeInput().isEmpty()) {
|
|
real_iteration_count = job.GetIterationCount();
|
|
} else {
|
|
real_iteration_count = 1;
|
|
}
|
|
|
|
TexturePtr output_tex, input_tex;
|
|
if (real_iteration_count > 1) {
|
|
// Create one texture to bounce off
|
|
output_tex = CreateTexture(destination_params);
|
|
|
|
if (real_iteration_count > 2) {
|
|
// Create a second texture bounce off
|
|
input_tex = CreateTexture(destination_params);
|
|
}
|
|
}
|
|
|
|
GLint iteration_location = functions_->glGetUniformLocation(shader, "ove_iteration");
|
|
for (int iteration=0; iteration<real_iteration_count; iteration++) {
|
|
// Set iteration number
|
|
if (iteration_location > -1) {
|
|
functions_->glUniform1i(iteration_location, iteration);
|
|
}
|
|
|
|
// Replace iterative input
|
|
if (iteration == real_iteration_count-1) {
|
|
// This is the last iteration, draw to the destination
|
|
if (destination) {
|
|
// If we have a destination texture, draw to it
|
|
AttachTextureAsDestination(destination->id());
|
|
} else if (iteration > 0) {
|
|
// Otherwise, if we were iterating before, detach texture now
|
|
DetachTextureAsDestination();
|
|
}
|
|
|
|
// Clear the destination if the caller requested it
|
|
if (clear_destination) {
|
|
ClearDestinationInternal();
|
|
}
|
|
} else {
|
|
// Always draw to output_tex, which gets swapped with input_tex every iteration
|
|
AttachTextureAsDestination(output_tex->id());
|
|
}
|
|
|
|
if (iteration > 0) {
|
|
// If this is not the first iteration, replace the iterative texture with the one we
|
|
// last drew
|
|
const QString &iterative_input = job.GetIterativeInput();
|
|
functions_->glActiveTexture(GL_TEXTURE0 + texture_index_map.value(iterative_input));
|
|
functions_->glBindTexture(GL_TEXTURE_2D, input_tex->id().value<GLuint>());
|
|
|
|
// At this time, we only support iterating 2D textures
|
|
PrepareInputTexture(GL_TEXTURE_2D, job.GetInterpolation(iterative_input));
|
|
}
|
|
|
|
// Swap so that the next iteration, the texture we draw now will be the input texture next
|
|
std::swap(output_tex, input_tex);
|
|
|
|
// Blit this texture through this shader
|
|
{
|
|
PRINT_GL_ERRORS;
|
|
functions_->glDrawArrays(GL_TRIANGLES, 0, blit_vertices.size() / 3);
|
|
}
|
|
}
|
|
|
|
if (destination) {
|
|
// Reset framebuffer to default if we were drawing to a texture
|
|
DetachTextureAsDestination();
|
|
}
|
|
|
|
// Release any textures we bound before
|
|
for (int i=textures_to_bind.size()-1; i>=0; i--) {
|
|
TexturePtr texture = textures_to_bind.at(i).texture;
|
|
GLenum target = (texture && texture->params().is_3d()) ? GL_TEXTURE_3D : GL_TEXTURE_2D;
|
|
functions_->glActiveTexture(GL_TEXTURE0 + i);
|
|
functions_->glBindTexture(target, 0);
|
|
}
|
|
|
|
// Release shader
|
|
functions_->glUseProgram(0);
|
|
|
|
// Release vertex array object
|
|
frag_vbo_.destroy();
|
|
vert_vbo_.destroy();
|
|
vao_.release();
|
|
vao_.destroy();
|
|
}
|
|
|
|
GLint OpenGLRenderer::GetInternalFormat(PixelFormat format, int channel_layout)
|
|
{
|
|
switch (format) {
|
|
case PixelFormat::U8:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R8;
|
|
case 2:
|
|
return GL_RG8;
|
|
case 3:
|
|
return GL_RGB8;
|
|
case 4:
|
|
return GL_RGBA8;
|
|
}
|
|
break;
|
|
case PixelFormat::U16:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R16;
|
|
case 2:
|
|
return GL_RG16;
|
|
case 3:
|
|
return GL_RGB16;
|
|
case 4:
|
|
return GL_RGBA16;
|
|
}
|
|
break;
|
|
case PixelFormat::F16:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R16F;
|
|
case 2:
|
|
return GL_RG16F;
|
|
case 3:
|
|
return GL_RGB16F;
|
|
case 4:
|
|
return GL_RGBA16F;
|
|
}
|
|
break;
|
|
case PixelFormat::F32:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R32F;
|
|
case 2:
|
|
return GL_RG32F;
|
|
case 3:
|
|
return GL_RGB32F;
|
|
case 4:
|
|
return GL_RGBA32F;
|
|
}
|
|
break;
|
|
case PixelFormat::INVALID:
|
|
case PixelFormat::COUNT:
|
|
break;
|
|
}
|
|
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
|
|
GLenum OpenGLRenderer::GetPixelType(PixelFormat format)
|
|
{
|
|
switch (format) {
|
|
case PixelFormat::U8:
|
|
return GL_UNSIGNED_BYTE;
|
|
case PixelFormat::U16:
|
|
return GL_UNSIGNED_SHORT;
|
|
case PixelFormat::F16:
|
|
return GL_HALF_FLOAT;
|
|
case PixelFormat::F32:
|
|
return GL_FLOAT;
|
|
|
|
case PixelFormat::INVALID:
|
|
case PixelFormat::COUNT:
|
|
break;
|
|
}
|
|
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
|
|
GLenum OpenGLRenderer::GetPixelFormat(int channel_count)
|
|
{
|
|
switch (channel_count) {
|
|
case 1:
|
|
return GL_RED;
|
|
case 3:
|
|
return GL_RGB;
|
|
case 4:
|
|
return GL_RGBA;
|
|
default:
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::PrepareInputTexture(GLenum target, Texture::Interpolation interp)
|
|
{
|
|
switch (interp) {
|
|
case Texture::kNearest:
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
break;
|
|
case Texture::kLinear:
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
break;
|
|
case Texture::kMipmappedLinear:
|
|
functions_->glGenerateMipmap(target);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
break;
|
|
}
|
|
|
|
functions_->glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
if (target == GL_TEXTURE_3D) {
|
|
functions_->glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::ClearDestinationInternal(double r, double g, double b, double a)
|
|
{
|
|
functions_->glClearColor(r, g, b, a);
|
|
functions_->glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
GLuint OpenGLRenderer::CompileShader(GLenum type, const QString &code)
|
|
{
|
|
static const QString shader_preamble =
|
|
// Use appropriate GL 3.2 shader header
|
|
QStringLiteral("#version 150\n\n"
|
|
"precision highp float;\n\n");
|
|
|
|
QString complete_code;
|
|
|
|
if (!code.startsWith(QStringLiteral("#version"))) {
|
|
complete_code = shader_preamble;
|
|
}
|
|
|
|
if (code.isEmpty()) {
|
|
// Use default code
|
|
if (type == GL_FRAGMENT_SHADER) {
|
|
complete_code.append(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/default.frag")));
|
|
} else if (type == GL_VERTEX_SHADER) {
|
|
complete_code.append(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/default.vert")));
|
|
}
|
|
} else {
|
|
complete_code.append(code);
|
|
}
|
|
|
|
QByteArray code_utf8 = complete_code.toUtf8();
|
|
const char *code_cstr = code_utf8.constData();
|
|
|
|
GLuint shader = functions_->glCreateShader(type);
|
|
functions_->glShaderSource(shader, 1, &code_cstr, nullptr);
|
|
functions_->glCompileShader(shader);
|
|
|
|
GLint success;
|
|
functions_->glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
if (!success) {
|
|
qWarning() << "Failed to compile OpenGL shader";
|
|
|
|
QByteArray error_log(10240, Qt::Uninitialized);
|
|
functions_->glGetShaderInfoLog(shader, error_log.size(), nullptr, error_log.data());
|
|
std::cout << error_log.constData() << std::endl << code_cstr << std::endl;
|
|
|
|
functions_->glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
}
|