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