Project items are now represented directly in nodes opening up more versatility and possibilities. This is the first iteration of this and will be buggy. Need to test thoroughly.
712 lines
20 KiB
C++
712 lines
20 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "openglrenderer.h"
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#include <QDebug>
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#include <QOpenGLExtraFunctions>
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namespace olive {
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const QVector<GLfloat> blit_vertices = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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const QVector<GLfloat> blit_texcoords = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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class ErrorPrinter {
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public:
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ErrorPrinter(const char* name, QOpenGLFunctions* f)
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{
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GLuint err = f->glGetError();
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if (err > 0)
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qDebug() << name << "entered with" << err;
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name_ = name;
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functions_ = f;
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}
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~ErrorPrinter()
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{
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GLuint err = functions_->glGetError();
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if (err > 0)
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qDebug() << name_ << "exited with" << err;
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}
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private:
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const char* name_;
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QOpenGLFunctions* functions_;
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};
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#define PRINT_GL_ERRORS ErrorPrinter __e(__FUNCTION__, functions_)
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OpenGLRenderer::OpenGLRenderer(QObject* parent) :
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Renderer(parent),
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context_(nullptr)
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{
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}
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OpenGLRenderer::~OpenGLRenderer()
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{
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Destroy();
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PostDestroy();
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}
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void OpenGLRenderer::Init(QOpenGLContext *existing_ctx)
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{
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if (context_) {
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qCritical() << "Can't initialize already initialized OpenGLRenderer";
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return;
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}
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context_ = existing_ctx;
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}
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bool OpenGLRenderer::Init()
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{
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if (context_) {
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qCritical() << "Can't initialize already initialized OpenGLRenderer";
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return false;
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}
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surface_.create();
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context_ = new QOpenGLContext(this);
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if (!context_->create()) {
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qCritical() << "Failed to create OpenGL context";
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return false;
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}
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context_->moveToThread(this->thread());
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return true;
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}
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void OpenGLRenderer::PostDestroy()
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{
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// Destroy surface if we created it
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if (surface_.isValid()) {
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surface_.destroy();
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}
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}
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void OpenGLRenderer::PostInit()
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{
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// Make context current on that surface
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if (context_->parent() == this && !context_->makeCurrent(&surface_)) {
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qCritical() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
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return;
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}
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functions_ = context_->functions();
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// Store OpenGL functions instance
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functions_->glBlendFunc(GL_ONE, GL_ZERO);
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// Set up framebuffer used for various things
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functions_->glGenFramebuffers(1, &framebuffer_);
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}
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void OpenGLRenderer::DestroyInternal()
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{
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if (context_) {
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// Delete framebuffer
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functions_->glDeleteFramebuffers(1, &framebuffer_);
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// Delete context if it belongs to us
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if (context_->parent() == this) {
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delete context_;
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}
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context_ = nullptr;
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}
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}
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void OpenGLRenderer::ClearDestination(double r, double g, double b, double a)
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{
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functions_->glClearColor(r, g, b, a);
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functions_->glClear(GL_COLOR_BUFFER_BIT);
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}
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QVariant OpenGLRenderer::CreateNativeTexture2D(int width, int height, VideoParams::Format format, int channel_count, const void *data, int linesize)
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{
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GLuint texture;
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functions_->glGenTextures(1, &texture);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize);
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GLint current_tex;
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functions_->glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_tex);
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functions_->glBindTexture(GL_TEXTURE_2D, texture);
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{
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PRINT_GL_ERRORS;
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functions_->glTexImage2D(GL_TEXTURE_2D, 0, GetInternalFormat(format, channel_count),
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width, height, 0, GetPixelFormat(channel_count),
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GetPixelType(format), data);
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}
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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functions_->glBindTexture(GL_TEXTURE_2D, current_tex);
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return texture;
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}
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QVariant OpenGLRenderer::CreateNativeTexture3D(int width, int height, int depth, VideoParams::Format format, int channel_count, const void *data, int linesize)
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{
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PRINT_GL_ERRORS;
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GLuint texture;
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functions_->glGenTextures(1, &texture);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize);
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GLint current_tex;
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functions_->glGetIntegerv(GL_TEXTURE_BINDING_3D, ¤t_tex);
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functions_->glBindTexture(GL_TEXTURE_3D, texture);
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context_->extraFunctions()->glTexImage3D(GL_TEXTURE_3D, 0, GetInternalFormat(format, channel_count),
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width, height, depth, 0, GetPixelFormat(channel_count),
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GetPixelType(format), data);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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functions_->glBindTexture(GL_TEXTURE_3D, current_tex);
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return texture;
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}
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void OpenGLRenderer::AttachTextureAsDestination(Texture* texture)
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{
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PRINT_GL_ERRORS;
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
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functions_->glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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texture->id().value<GLuint>(),
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0);
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}
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void OpenGLRenderer::DetachTextureAsDestination()
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{
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void OpenGLRenderer::DestroyNativeTexture(QVariant texture)
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{
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GLuint t = texture.value<GLuint>();
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functions_->glDeleteTextures(1, &t);
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}
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QVariant OpenGLRenderer::CreateNativeShader(ShaderCode code)
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{
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PRINT_GL_ERRORS;
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QOpenGLShaderProgram* program = new QOpenGLShaderProgram(context_);
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QString vert_code = code.vert_code();
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QString frag_code = code.frag_code();
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QString shader_preamble;
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if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) {
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shader_preamble = QStringLiteral("#version 300 es\n"
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"\n"
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"precision highp int;\n"
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"precision highp float;\n"
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"\n");
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} else {
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shader_preamble = QStringLiteral("#version 150\n"
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"\n");
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}
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vert_code.prepend(shader_preamble);
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frag_code.prepend(shader_preamble);
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
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qCritical() << "Failed to add vertex code to shader";
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goto error;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
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qCritical() << "Failed to add fragment code to shader";
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goto error;
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}
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if (!program->link()) {
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qCritical() << "Failed to link shader";
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goto error;
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}
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return Node::PtrToValue(program);
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error:
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delete program;
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return QVariant();
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}
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void OpenGLRenderer::DestroyNativeShader(QVariant shader)
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{
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delete Node::ValueToPtr<QOpenGLShaderProgram>(shader);
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}
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void OpenGLRenderer::UploadToTexture(Texture *texture, const void *data, int linesize)
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{
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PRINT_GL_ERRORS;
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GLuint t = texture->id().value<GLuint>();
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const VideoParams& p = texture->params();
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// Store currently bound texture so it can be restored later
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GLint current_tex;
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functions_->glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_tex);
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functions_->glBindTexture(GL_TEXTURE_2D, t);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize);
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functions_->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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p.effective_width(), p.effective_height(),
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GetPixelFormat(p.channel_count()), GetPixelType(p.format()),
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data);
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functions_->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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functions_->glBindTexture(GL_TEXTURE_2D, current_tex);
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}
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void OpenGLRenderer::DownloadFromTexture(Texture* texture, void *data, int linesize)
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{
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const VideoParams& p = texture->params();
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GLint current_tex;
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functions_->glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_tex);
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AttachTextureAsDestination(texture);
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, linesize);
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{
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PRINT_GL_ERRORS;
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functions_->glReadPixels(0,
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0,
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p.width(),
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p.height(),
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(QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) ? GL_RGBA : GetPixelFormat(p.channel_count()),
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GetPixelType(p.format()),
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data);
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}
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functions_->glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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DetachTextureAsDestination();
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functions_->glBindTexture(GL_TEXTURE_2D, current_tex);
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}
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struct TextureToBind {
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TexturePtr texture;
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Texture::Interpolation interpolation;
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};
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void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, VideoParams destination_params, bool clear_destination)
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{
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// If this node is iterative, we'll pick up which input here
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QString iterative_name;
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GLuint iterative_input = 0;
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QVector<TextureToBind> textures_to_bind;
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QOpenGLShaderProgram* shader = Node::ValueToPtr<QOpenGLShaderProgram>(s);
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shader->bind();
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NodeValueMap::const_iterator it;
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for (it=job.GetValues().constBegin(); it!=job.GetValues().constEnd(); it++) {
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// See if the shader has takes this parameter as an input
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int variable_location = shader->uniformLocation(it.key());
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if (variable_location == -1) {
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continue;
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}
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// This variable is used in the shader, let's set it
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const NodeValue& value = it.value();
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if (value.array()) {
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qWarning() << "FIXME: Array support is currently a stub";
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}
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switch (value.type()) {
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case NodeValue::kInt:
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// kInt technically specifies a LongLong, but OpenGL doesn't support those. This may lead to
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// over/underflows if the number is large enough, but the likelihood of that is quite low.
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shader->setUniformValue(variable_location, value.data().toInt());
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break;
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case NodeValue::kFloat:
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// kFloat technically specifies a double but as above, OpenGL doesn't support those.
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shader->setUniformValue(variable_location, value.data().toFloat());
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break;
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case NodeValue::kVec2:
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shader->setUniformValue(variable_location, value.data().value<QVector2D>());
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break;
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case NodeValue::kVec3:
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shader->setUniformValue(variable_location, value.data().value<QVector3D>());
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break;
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case NodeValue::kVec4:
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shader->setUniformValue(variable_location, value.data().value<QVector4D>());
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break;
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case NodeValue::kMatrix:
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shader->setUniformValue(variable_location, value.data().value<QMatrix4x4>());
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break;
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case NodeValue::kCombo:
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shader->setUniformValue(variable_location, value.data().value<int>());
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break;
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case NodeValue::kColor:
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{
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Color color = value.data().value<Color>();
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shader->setUniformValue(variable_location,
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color.red(), color.green(), color.blue(), color.alpha());
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break;
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}
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case NodeValue::kBoolean:
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shader->setUniformValue(variable_location, value.data().toBool());
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break;
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case NodeValue::kTexture:
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{
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TexturePtr texture = value.data().value<TexturePtr>();
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// Set value to bound texture
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shader->setUniformValue(variable_location, textures_to_bind.size());
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// If this texture binding is the iterative input, set it here
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if (it.key() == job.GetIterativeInput()) {
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iterative_input = textures_to_bind.size();
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iterative_name = it.key();
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}
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textures_to_bind.append({texture, job.GetInterpolation(it.key())});
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// Set enable flag if shader wants it
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GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
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int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(it.key()));
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if (enable_param_location > -1) {
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shader->setUniformValue(enable_param_location,
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tex_id > 0);
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}
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break;
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}
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case NodeValue::kSamples:
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case NodeValue::kText:
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case NodeValue::kRational:
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case NodeValue::kFont:
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case NodeValue::kFile:
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case NodeValue::kVideoStreamProperties:
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case NodeValue::kAudioStreamProperties:
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case NodeValue::kShaderJob:
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case NodeValue::kSampleJob:
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case NodeValue::kGenerateJob:
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case NodeValue::kFootageJob:
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case NodeValue::kNone:
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break;
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}
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}
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// Bind all textures
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for (int i=0; i<textures_to_bind.size(); i++) {
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const TextureToBind& t = textures_to_bind.at(i);
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TexturePtr texture = t.texture;
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GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
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functions_->glActiveTexture(GL_TEXTURE0 + i);
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GLenum target = (texture && texture->type() == Texture::k3D) ? GL_TEXTURE_3D : GL_TEXTURE_2D;
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functions_->glBindTexture(target, tex_id);
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PrepareInputTexture(target, t.interpolation);
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}
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// Ensure matrix is set, at least to identity
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shader->setUniformValue("ove_mvpmat",
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job.GetValue(QStringLiteral("ove_mvpmat")).data().value<QMatrix4x4>());
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// Set the viewport to the "physical" resolution of the destination
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functions_->glViewport(0, 0,
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destination_params.effective_width(),
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destination_params.effective_height());
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// Bind vertex array object
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QOpenGLVertexArrayObject vao_;
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vao_.create();
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vao_.bind();
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// Set buffers
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QOpenGLBuffer vert_vbo_;
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vert_vbo_.create();
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vert_vbo_.bind();
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vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
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vert_vbo_.release();
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QOpenGLBuffer frag_vbo_;
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frag_vbo_.create();
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frag_vbo_.bind();
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frag_vbo_.allocate(blit_texcoords.constData(), blit_texcoords.size() * sizeof(GLfloat));
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frag_vbo_.release();
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int vertex_location = shader->attributeLocation("a_position");
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vert_vbo_.bind();
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functions_->glEnableVertexAttribArray(vertex_location);
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functions_->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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vert_vbo_.release();
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int tex_location = shader->attributeLocation("a_texcoord");
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frag_vbo_.bind();
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functions_->glEnableVertexAttribArray(tex_location);
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functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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frag_vbo_.release();
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// Some shaders optimize through multiple iterations which requires ping-ponging textures
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// - If there are only two iterations, we can just create one backend texture and then the
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// destination can be the second
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// - If there are more than two iterations, we need to ping pong back and forth between two
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// textures. We can still use the destination as the last iteration, but we'll need textures
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// for the iterative process.
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int real_iteration_count;
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if (job.GetIterationCount() > 1 && !job.GetIterativeInput().isEmpty()) {
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real_iteration_count = job.GetIterationCount();
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} else {
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real_iteration_count = 1;
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}
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TexturePtr output_tex, input_tex;
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if (real_iteration_count > 1) {
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// Create one texture to bounce off
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output_tex = CreateTexture(destination_params);
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if (real_iteration_count > 2) {
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// Create a second texture bounce off
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input_tex = CreateTexture(destination_params);
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}
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}
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for (int iteration=0; iteration<real_iteration_count; iteration++) {
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// Set iteration number
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shader->setUniformValue("ove_iteration", iteration);
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// Replace iterative input
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if (iteration == real_iteration_count-1) {
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// This is the last iteration, draw to the destination
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if (destination) {
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// If we have a destination texture, draw to it
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AttachTextureAsDestination(destination);
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} else if (iteration > 0) {
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// Otherwise, if we were iterating before, detach texture now
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DetachTextureAsDestination();
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|
}
|
|
|
|
// Clear the destination if the caller requested it
|
|
if (clear_destination) {
|
|
ClearDestination();
|
|
}
|
|
} else {
|
|
// Always draw to output_tex, which gets swapped with input_tex every iteration
|
|
AttachTextureAsDestination(output_tex.get());
|
|
}
|
|
|
|
if (iteration > 0) {
|
|
// If this is not the first iteration, replace the iterative texture with the one we
|
|
// last drew
|
|
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
|
|
functions_->glBindTexture(GL_TEXTURE_2D, input_tex->id().value<GLuint>());
|
|
|
|
// At this time, we only support iterating 2D textures
|
|
PrepareInputTexture(GL_TEXTURE_2D, job.GetInterpolation(iterative_name));
|
|
}
|
|
|
|
// Swap so that the next iteration, the texture we draw now will be the input texture next
|
|
std::swap(output_tex, input_tex);
|
|
|
|
// Blit this texture through this shader
|
|
{
|
|
PRINT_GL_ERRORS;
|
|
functions_->glDrawArrays(GL_TRIANGLES, 0, blit_vertices.size() / 3);
|
|
}
|
|
}
|
|
|
|
if (destination) {
|
|
// Reset framebuffer to default if we were drawing to a texture
|
|
DetachTextureAsDestination();
|
|
}
|
|
|
|
// Release any textures we bound before
|
|
for (int i=textures_to_bind.size()-1; i>=0; i--) {
|
|
TexturePtr texture = textures_to_bind.at(i).texture;
|
|
GLenum target = (texture && texture->type() == Texture::k3D) ? GL_TEXTURE_3D : GL_TEXTURE_2D;
|
|
functions_->glActiveTexture(GL_TEXTURE0 + i);
|
|
functions_->glBindTexture(target, 0);
|
|
}
|
|
|
|
// Release shader
|
|
shader->release();
|
|
|
|
// Release vertex array object
|
|
frag_vbo_.destroy();
|
|
vert_vbo_.destroy();
|
|
vao_.release();
|
|
vao_.destroy();
|
|
}
|
|
|
|
GLint OpenGLRenderer::GetInternalFormat(VideoParams::Format format, int channel_layout)
|
|
{
|
|
switch (format) {
|
|
case VideoParams::kFormatUnsigned8:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R8;
|
|
case 2:
|
|
return GL_RG8;
|
|
case 3:
|
|
return GL_RGB8;
|
|
case 4:
|
|
return GL_RGBA8;
|
|
}
|
|
break;
|
|
case VideoParams::kFormatUnsigned16:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R16;
|
|
case 2:
|
|
return GL_RG16;
|
|
case 3:
|
|
return GL_RGB16;
|
|
case 4:
|
|
return GL_RGBA16;
|
|
}
|
|
break;
|
|
case VideoParams::kFormatFloat16:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R16F;
|
|
case 2:
|
|
return GL_RG16F;
|
|
case 3:
|
|
return GL_RGB16F;
|
|
case 4:
|
|
return GL_RGBA16F;
|
|
}
|
|
break;
|
|
case VideoParams::kFormatFloat32:
|
|
switch (channel_layout) {
|
|
case 1:
|
|
return GL_R32F;
|
|
case 2:
|
|
return GL_RG32F;
|
|
case 3:
|
|
return GL_RGB32F;
|
|
case 4:
|
|
return GL_RGBA32F;
|
|
}
|
|
break;
|
|
case VideoParams::kFormatInvalid:
|
|
case VideoParams::kFormatCount:
|
|
break;
|
|
}
|
|
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
|
|
GLenum OpenGLRenderer::GetPixelType(VideoParams::Format format)
|
|
{
|
|
switch (format) {
|
|
case VideoParams::kFormatUnsigned8:
|
|
return GL_UNSIGNED_BYTE;
|
|
case VideoParams::kFormatUnsigned16:
|
|
return GL_UNSIGNED_SHORT;
|
|
case VideoParams::kFormatFloat16:
|
|
return GL_HALF_FLOAT;
|
|
case VideoParams::kFormatFloat32:
|
|
return GL_FLOAT;
|
|
|
|
case VideoParams::kFormatInvalid:
|
|
case VideoParams::kFormatCount:
|
|
break;
|
|
}
|
|
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
|
|
GLenum OpenGLRenderer::GetPixelFormat(int channel_count)
|
|
{
|
|
switch (channel_count) {
|
|
case 1:
|
|
return GL_RED;
|
|
case 3:
|
|
return GL_RGB;
|
|
case 4:
|
|
return GL_RGBA;
|
|
default:
|
|
return GL_INVALID_VALUE;
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::PrepareInputTexture(GLenum target, Texture::Interpolation interp)
|
|
{
|
|
switch (interp) {
|
|
case Texture::kNearest:
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
break;
|
|
case Texture::kLinear:
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
break;
|
|
case Texture::kMipmappedLinear:
|
|
functions_->glGenerateMipmap(target);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
break;
|
|
}
|
|
|
|
functions_->glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
functions_->glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
}
|