Files
oak-editor/app/render/backend/opengl/openglbackend.cpp
T
itsmattkc c14125e640 work towards rewriting the render infrastructure
Mostly foundational work and re-implementing older code in a smarter way
(i.e. context creation code should be slightly faster than it was before)
2019-11-01 22:58:02 +11:00

310 lines
7.3 KiB
C++

#include "openglbackend.h"
#include <QEventLoop>
#include <QThread>
#include "functions.h"
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent),
push_time_(-1)
{
}
OpenGLBackend::~OpenGLBackend()
{
Close();
}
bool OpenGLBackend::Init()
{
if (!VideoRenderBackend::Init()) {
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++) {
QThread* thread = threads().at(i);
// Create one processor object for each thread
OpenGLWorker* processor = new OpenGLWorker(share_ctx);
processor->SetParameters(params());
// Finally, we can move it to its own thread
processor->moveToThread(thread);
// Add processor to list
processors_.append(processor);
// This function blocks the main thread intentionally. See the documentation for this function to see why.
processor->Init();
}
// 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 internal FBO for copying textures
copy_buffer_.Create(share_ctx);
copy_buffer_.Attach(master_texture_);
copy_pipeline_ = OpenGLShader::CreateDefault();
return true;
}
void OpenGLBackend::GenerateFrame(const rational &time)
{
Q_UNUSED(time)
/*threads().first()->Queue(NodeDependency(viewer_node()->texture_input()->get_connected_output(), time, time),
true,
false);*/
}
void OpenGLBackend::Close()
{
if (!IsStarted()) {
return;
}
Decompile();
copy_buffer_.Destroy();
master_texture_ = nullptr;
copy_pipeline_ = nullptr;
VideoRenderBackend::Close();
}
OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
{
last_time_requested_ = time;
if (push_time_ >= 0) {
rational temp_push_time = push_time_;
push_time_ = -1;
if (time == temp_push_time) {
return master_texture_;
}
}
const char* cached_frame = GetCachedFrame(time);
if (cached_frame != nullptr) {
master_texture_->Upload(cached_frame);
return master_texture_;
}
return nullptr;
}
bool OpenGLBackend::Compile()
{
Decompile();
if (viewer_node() == nullptr || !viewer_node()->texture_input()->IsConnected()) {
// Nothing to be done, nothing to compile
return true;
}
// Traverse node graph compiling where necessary
bool ret = TraverseCompiling(viewer_node());
if (ret) {
qDebug() << "Compiled successfully!";
} else {
qDebug() << "Compile failed:" << GetError();
}
return ret;
}
void OpenGLBackend::Decompile()
{
compiled_nodes_.clear();
}
bool OpenGLBackend::TraverseCompiling(Node *n)
{
foreach (NodeParam* param, n->parameters()) {
if (param->type() == NodeParam::kInput && param->IsConnected()) {
NodeOutput* connected_output = static_cast<NodeInput*>(param)->get_connected_output();
// Generate the ID we'd use for this shader
QString output_id = GenerateShaderID(connected_output);
// Check if we have a shader or not
if (GetShaderFromID(output_id) == nullptr) {
// Since we don't have a shader, compile one now
QString node_code = connected_output->parent()->Code(connected_output);
// If the node has no code, it mustn't be GPU accelerated
if (!node_code.isEmpty()) {
// Since we have shader code, compile it now
CompiledNode compiled_info;
compiled_info.id = output_id;
if (!(compiled_info.program = std::make_shared<OpenGLShader>())) {
SetError("Failed to create OpenGL shader object");
return false;
}
if (!compiled_info.program->create()) {
SetError("Failed to create OpenGL shader on device");
return false;
}
if (!compiled_info.program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) {
SetError("Failed to add OpenGL shader code");
return false;
}
if (compiled_info.program->link()) {
SetError("Failed to compile OpenGL shader");
return false;
}
compiled_nodes_.append(compiled_info);
qDebug() << "Compiled" << compiled_info.id;
}
}
if (!TraverseCompiling(connected_output->parent())) {
return false;
}
}
}
return true;
}
OpenGLShaderPtr OpenGLBackend::GetShaderFromID(const QString &id)
{
foreach (const CompiledNode& info, compiled_nodes_) {
if (info.id == id) {
return info.program;
}
}
return nullptr;
}
QString OpenGLBackend::GenerateShaderID(NodeOutput *output)
{
// Creates a unique identifier for this specific node and this specific output
return QString("%1:%2").arg(output->parent()->id(), output->id());
}
void OpenGLBackend::ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash)
{
// Threads are all done now, time to proceed
caching_ = false;
DeferMap(time, hash);
if (texture != nullptr) {
// We received a texture, time to start downloading it
QString fn = CachePathName(hash);
/*
download_threads_[last_download_thread_%download_threads_.size()]->Queue(texture,
fn,
hash);
last_download_thread_++;
*/
} else {
// There was no texture here, we must update the viewer
DownloadThreadComplete(hash);
}
// If the connected output is using this time, signal it to update
if (last_time_requested_ == time) {
copy_buffer_.Bind();
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
if (texture == nullptr) {
// No texture, clear the master and push it
f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
f->glClear(GL_COLOR_BUFFER_BIT);
} else {
texture->Bind();
f->glViewport(0, 0, master_texture_->width(), master_texture_->height());
olive::gl::Blit(copy_pipeline_);
texture->Release();
}
copy_buffer_.Release();
push_time_ = time;
emit CachedFrameReady(time);
}
CacheNext();
}
void OpenGLBackend::ThreadRequestSibling(NodeDependency dep)
{
Q_UNUSED(dep)
// Try to queue another thread to run this dep in advance
for (int i=1;i<threads().size();i++) {
/*if (threads().at(i)->Queue(dep, false, true)) {
return;
}*/
}
}
void OpenGLBackend::ThreadSkippedFrame(const rational& time, const QByteArray& hash)
{
caching_ = false;
DeferMap(time, hash);
if (!IsCaching(hash)) {
DownloadThreadComplete(hash);
// Signal output to update value
emit CachedFrameReady(time);
}
CacheNext();
}
void OpenGLBackend::DownloadThreadComplete(const QByteArray &hash)
{
cache_hash_list_mutex_.lock();
cache_hash_list_.removeAll(hash);
cache_hash_list_mutex_.unlock();
for (int i=0;i<deferred_maps_.size();i++) {
const HashTimeMapping& deferred = deferred_maps_.at(i);
if (deferred_maps_.at(i).hash == hash) {
// Insert into hash map
time_hash_map_.insert(deferred.time, deferred.hash);
deferred_maps_.removeAt(i);
i--;
}
}
}