Files
oak-editor/app/render/backend/opengl/openglbackend.cpp
T
itsmattkc d25dda5275 removed all dependence on NodeOutputs
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
2019-12-06 00:23:26 +11:00

199 lines
5.3 KiB
C++

#include "openglbackend.h"
#include <QEventLoop>
#include <QThread>
#include "functions.h"
OpenGLBackend::OpenGLBackend(QObject *parent) :
VideoRenderBackend(parent)
{
}
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_, decoder_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());
return true;
}
void OpenGLBackend::CloseInternal()
{
Decompile();
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
return TraverseCompiling(viewer_node());
}
void OpenGLBackend::DecompileInternal()
{
shader_cache_.Clear();
}
bool OpenGLBackend::TraverseCompiling(Node *n)
{
foreach (NodeParam* param, n->parameters()) {
if (param->type() == NodeParam::kInput && param->IsConnected()) {
Node* connected_output = static_cast<NodeInput*>(param)->get_connected_node();
// Check if we have a shader or not
if (shader_cache_.GetShader(connected_output) == nullptr) {
// Since we don't have a shader, compile one now
QString node_code = connected_output->Code();
// If the node has no code, it mustn't be GPU accelerated
if (!node_code.isEmpty()) {
// Since we have shader code, compile it now
OpenGLShaderPtr program;
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, node_code)) {
SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
return false;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, OpenGLShader::CodeDefaultVertex())) {
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_.AddShader(connected_output, program);
//qDebug() << "Compiled" << connected_output->parent()->id() << "->" << connected_output->id();
}
}
if (!TraverseCompiling(connected_output)) {
return false;
}
}
}
return true;
}
bool OpenGLBackend::TimeIsCached(const TimeRange &time)
{
return cache_queue_.contains(time);
}
void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash, QVariant value)
{
caching_ = false;
OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
if (texture == nullptr) {
// No frame received, we set hash to an empty
frame_cache()->RemoveHash(path.in(), hash);
} else {
// Received a texture, let's download it
QString cache_fn = frame_cache()->CachePathName(hash);
// Find an available worker to download this texture
foreach (RenderWorker* worker, processors_) {
// Check if one is available, but worst case if none of them are available, just queue it on the last worker since
// it's the least likely to get work
if (worker->IsAvailable() || worker == processors_.last()) {
QMetaObject::invokeMethod(worker,
"Download",
Q_ARG(NodeDependency, path),
Q_ARG(QByteArray, hash),
Q_ARG(QVariant, QVariant::fromValue(texture)),
Q_ARG(QString, cache_fn));
break;
}
}
}
// Set as push texture
if (!TimeIsCached(TimeRange(path.in(), path.in()))) {
emit CachedFrameReady(path.in(), value);
}
CacheNext();
}
void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash)
{
frame_cache()->SetHash(dep.in(), hash);
emit CachedTimeReady(dep.in());
}
void OpenGLBackend::ThreadSkippedFrame()
{
caching_ = false;
CacheNext();
}
void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash)
{
ThreadCompletedDownload(dep, hash);
ThreadSkippedFrame();
}