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

74 lines
2.8 KiB
C++

#ifndef OPENGLPROCESSOR_H
#define OPENGLPROCESSOR_H
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include "../videorenderworker.h"
#include "openglframebuffer.h"
#include "openglshadercache.h"
class OpenGLWorker : public VideoRenderWorker {
Q_OBJECT
public:
OpenGLWorker(QOpenGLContext* share_ctx,
OpenGLShaderCache* shader_cache,
DecoderCache* decoder_cache,
VideoRenderFrameCache* frame_cache,
QObject* parent = nullptr);
virtual ~OpenGLWorker() override;
protected:
/**
* @brief Initialize OpenGL instance in whatever thread this object is a part of
*
* This function creates a context (shared with share_ctx provided in the constructor) as well as various other
* OpenGL thread-specific objects necessary for rendering. This function should only ever be called from the main
* thread (i.e. the thread where share_ctx is current on) but AFTER this object has been pushed to its thread with
* moveToThread(). If this function is called from a different thread, it could fail or even segfault on some
* platforms.
*
* The reason this function must be called in the main thread (rather than initializing asynchronously in a separate
* thread) is because different platforms have different rules about creating a share context with a context that
* is still "current" in another thread. While some implementations do allow this, Windows OpenGL (wgl) explicitly
* forbids it and other platforms/drivers will segfault attempting it. While we can obviously call "doneCurrent", I
* haven't found any reliable way to prevent the main thread from making it current again before initialization is
* complete other than blocking it entirely.
*
* To get around this, we create all share contexts in the main thread and then move them to the other thread
* afterwards (which is completely legal). While annoying, this gets around the issue listed above by both preventing
* the main thread from using the context during initialization and preventing more than one shared context being made
* at the same time (which may or may not actually make a difference).
*/
virtual bool InitInternal() override;
virtual void CloseInternal() override;
virtual QVariant FrameToValue(FramePtr frame) override;
virtual void RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable* output_params) override;
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) override;
virtual void ParametersChangedEvent() override;
private:
QOpenGLContext* share_ctx_;
QOpenGLContext* ctx_;
QOffscreenSurface surface_;
QOpenGLFunctions* functions_;
OpenGLFramebuffer buffer_;
OpenGLShaderCache* shader_cache_;
private slots:
void FinishInit();
};
#endif // OPENGLPROCESSOR_H