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).
199 lines
5.3 KiB
C++
199 lines
5.3 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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{
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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::InitInternal()
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{
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if (!VideoRenderBackend::InitInternal()) {
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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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// Create one processor object for each thread
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OpenGLWorker* processor = new OpenGLWorker(share_ctx, &shader_cache_, decoder_cache(), frame_cache());
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processor->SetParameters(params());
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processors_.append(processor);
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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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return true;
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}
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void OpenGLBackend::CloseInternal()
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{
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Decompile();
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master_texture_ = nullptr;
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}
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OpenGLTexturePtr OpenGLBackend::GetCachedFrameAsTexture(const rational &time)
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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::CompileInternal()
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{
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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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return TraverseCompiling(viewer_node());
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}
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void OpenGLBackend::DecompileInternal()
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{
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shader_cache_.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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Node* connected_output = static_cast<NodeInput*>(param)->get_connected_node();
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// Check if we have a shader or not
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if (shader_cache_.GetShader(connected_output) == nullptr) {
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// Since we don't have a shader, compile one now
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QString node_code = connected_output->Code();
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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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OpenGLShaderPtr program;
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if (!(program = std::make_shared<OpenGLShader>())) {
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SetError(QStringLiteral("Failed to create OpenGL shader object"));
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return false;
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}
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if (!program->create()) {
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SetError(QStringLiteral("Failed to create OpenGL shader on device"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, node_code)) {
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SetError(QStringLiteral("Failed to add OpenGL fragment shader code"));
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return false;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, OpenGLShader::CodeDefaultVertex())) {
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SetError(QStringLiteral("Failed to add OpenGL vertex shader code"));
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return false;
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}
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if (!program->link()) {
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SetError(QStringLiteral("Failed to compile OpenGL shader: %1").arg(program->log()));
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return false;
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}
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shader_cache_.AddShader(connected_output, program);
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//qDebug() << "Compiled" << connected_output->parent()->id() << "->" << connected_output->id();
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}
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}
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if (!TraverseCompiling(connected_output)) {
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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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bool OpenGLBackend::TimeIsCached(const TimeRange &time)
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{
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return cache_queue_.contains(time);
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}
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void OpenGLBackend::ThreadCompletedFrame(NodeDependency path, QByteArray hash, QVariant value)
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{
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caching_ = false;
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OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
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if (texture == nullptr) {
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// No frame received, we set hash to an empty
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frame_cache()->RemoveHash(path.in(), hash);
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} else {
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// Received a texture, let's download it
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QString cache_fn = frame_cache()->CachePathName(hash);
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// Find an available worker to download this texture
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foreach (RenderWorker* worker, processors_) {
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// Check if one is available, but worst case if none of them are available, just queue it on the last worker since
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// it's the least likely to get work
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if (worker->IsAvailable() || worker == processors_.last()) {
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QMetaObject::invokeMethod(worker,
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"Download",
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Q_ARG(NodeDependency, path),
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Q_ARG(QByteArray, hash),
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Q_ARG(QVariant, QVariant::fromValue(texture)),
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Q_ARG(QString, cache_fn));
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break;
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}
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}
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}
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// Set as push texture
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if (!TimeIsCached(TimeRange(path.in(), path.in()))) {
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emit CachedFrameReady(path.in(), value);
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}
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CacheNext();
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}
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void OpenGLBackend::ThreadCompletedDownload(NodeDependency dep, QByteArray hash)
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{
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frame_cache()->SetHash(dep.in(), hash);
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emit CachedTimeReady(dep.in());
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}
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void OpenGLBackend::ThreadSkippedFrame()
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{
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caching_ = false;
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CacheNext();
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}
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void OpenGLBackend::ThreadHashAlreadyExists(NodeDependency dep, QByteArray hash)
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{
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ThreadCompletedDownload(dep, hash);
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ThreadSkippedFrame();
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}
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