Files
oak-editor/app/render/backend/opengl/openglworker.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

242 lines
6.9 KiB
C++

#include "openglworker.h"
#include "functions.h"
#include "node/node.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, DecoderCache *decoder_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(decoder_cache, frame_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
shader_cache_(shader_cache)
{
surface_.create();
}
OpenGLWorker::~OpenGLWorker()
{
surface_.destroy();
}
bool OpenGLWorker::InitInternal()
{
if (!VideoRenderWorker::InitInternal()) {
return false;
}
// Create context object
ctx_ = new QOpenGLContext();
// Set share context
ctx_->setShareContext(share_ctx_);
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_->create()) {
qWarning() << "Failed to create OpenGL context in thread" << thread();
return false;
}
ctx_->moveToThread(this->thread());
//qDebug() << "Processor initialized in thread" << thread() << "- context is in" << ctx_->thread();
// The rest of the initialization needs to occur in the other thread, so we signal for it to start
QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
return true;
}
QVariant OpenGLWorker::FrameToValue(FramePtr frame)
{
OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
footage_tex->Create(ctx_, frame);
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
//if (video_params().mode() == olive::kOnline) {
// Convert frame to float for
//frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
//}
// FIXME: Alpha association and color management
return QVariant::fromValue(footage_tex);
}
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
void OpenGLWorker::ParametersChangedEvent()
{
if (functions_ != nullptr && video_params().is_valid()) {
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
}
}
void OpenGLWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable *output_params)
{
OpenGLShaderPtr shader = shader_cache_->GetShader(node);
if (shader == nullptr) {
return;
}
// Create the output texture
OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
output->Create(ctx_, video_params().effective_width(), video_params().effective_height(), video_params().format());
buffer_.Attach(output);
buffer_.Bind();
shader->bind();
unsigned int input_texture_count = 0;
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(param->id());
if (variable_location > -1) {
// This variable is used in the shader, let's set it to our value
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = (*input_params)[input];
// Try to get a value from it
QVariant value = input_data.Get(input->data_type());
switch (input->data_type()) {
case NodeInput::kInt:
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
shader->setUniformValue(variable_location, value.value<QVector2D>());
break;
case NodeInput::kVec3:
shader->setUniformValue(variable_location, value.value<QVector3D>());
break;
case NodeInput::kVec4:
shader->setUniformValue(variable_location, value.value<QVector4D>());
break;
case NodeInput::kMatrix:
shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
break;
case NodeInput::kColor:
shader->setUniformValue(variable_location, value.value<QColor>());
break;
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kTexture:
case NodeInput::kFootage:
{
OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
if (texture == nullptr) {
functions_->glBindTexture(GL_TEXTURE_2D, 0);
} else {
functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
}
// Set value to bound texture
shader->setUniformValue(variable_location, input_texture_count);
input_texture_count++;
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kWholeNumber:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kBuffer:
case NodeInput::kVector:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
}
}
//qDebug() << " Blitting with shader!";
olive::gl::Blit(shader);
// Release any textures we bound before
while (input_texture_count > 0) {
input_texture_count--;
// Release texture here
functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
shader->release();
buffer_.Release();
buffer_.Detach();
functions_->glFinish();
output_params->Push(NodeParam::kTexture, QVariant::fromValue(output));
}
void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
{
OpenGLTexturePtr texture = tex_in.value<OpenGLTexturePtr>();
PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
buffer_.Attach(texture);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, buffer_.buffer());
f->glReadPixels(0,
0,
texture->width(),
texture->height(),
format_info.pixel_format,
format_info.gl_pixel_type,
buffer.data());
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
buffer_.Detach();
}
void OpenGLWorker::FinishInit()
{
// Make context current on that surface
if (!ctx_->makeCurrent(&surface_)) {
qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
return;
}
// Store OpenGL functions instance
functions_ = ctx_->functions();
// Set up OpenGL parameters as necessary
functions_->glEnable(GL_BLEND);
ParametersChangedEvent();
buffer_.Create(ctx_);
}