Also enables the -Wshadow GCC warning to warn against the code bug that caused this issue (and has caused other issues like it in the past).
575 lines
18 KiB
C++
575 lines
18 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 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 "openglproxy.h"
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#include <QThread>
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#include "common/clamp.h"
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#include "core.h"
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#include "node/block/transition/transition.h"
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#include "node/node.h"
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#include "openglcolorprocessor.h"
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#include "openglrenderfunctions.h"
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#include "render/colormanager.h"
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#include "render/pixelformat.h"
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OLIVE_NAMESPACE_ENTER
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OpenGLProxy* OpenGLProxy::instance_ = nullptr;
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OpenGLProxy::OpenGLProxy(QObject *parent) :
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QObject(parent),
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ctx_(nullptr),
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functions_(nullptr)
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{
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surface_.create();
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}
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OpenGLProxy::~OpenGLProxy()
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{
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Close();
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surface_.destroy();
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}
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void OpenGLProxy::CreateInstance()
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{
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instance_ = new OpenGLProxy();
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QThread* proxy_thread = new QThread();
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proxy_thread->start(QThread::IdlePriority);
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instance_->moveToThread(proxy_thread);
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if (!instance_->Init()) {
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DestroyInstance();
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}
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}
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void OpenGLProxy::DestroyInstance()
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{
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if (instance_) {
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instance_->thread()->quit();
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instance_->thread()->wait();
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instance_->thread()->deleteLater();
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instance_->deleteLater();
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instance_ = nullptr;
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}
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}
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bool OpenGLProxy::Init()
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{
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// Create context object
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ctx_ = new QOpenGLContext();
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_->create()) {
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qWarning() << "Failed to create OpenGL context in thread" << thread();
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return false;
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}
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ctx_->moveToThread(this->thread());
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// The rest of the initialization needs to occur in the other thread, so we signal for it to start
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QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
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return true;
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}
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QVariant OpenGLProxy::FrameToValue(FramePtr frame, StreamPtr stream, const VideoParams& params, const RenderMode::Mode& mode)
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{
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ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
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// Set up OCIO context
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QString colorspace_match = video_stream->get_colorspace_match_string();
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OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache_.value(colorspace_match));
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if (!color_processor) {
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color_processor = OpenGLColorProcessor::Create(video_stream->footage()->project()->color_manager(),
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video_stream->colorspace(),
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video_stream->footage()->project()->color_manager()->GetReferenceColorSpace());
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color_cache_.insert(colorspace_match, color_processor);
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}
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ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(mode);
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// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
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if (ocio_method == ColorManager::kOCIOAccurate) {
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bool has_alpha = PixelFormat::FormatHasAlphaChannel(frame->format());
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// Convert frame to float for OCIO
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frame = PixelFormat::ConvertPixelFormat(frame,
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has_alpha
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? PixelFormat::PIX_FMT_RGBA32F
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: PixelFormat::PIX_FMT_RGB32F);
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// If alpha is associated, disassociate for the color transform
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if (has_alpha && video_stream->premultiplied_alpha()) {
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ColorManager::DisassociateAlpha(frame);
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}
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// Perform color transform
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color_processor->ConvertFrame(frame);
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// Associate alpha
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if (has_alpha) {
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if (video_stream->premultiplied_alpha()) {
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ColorManager::ReassociateAlpha(frame);
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} else {
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ColorManager::AssociateAlpha(frame);
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}
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}
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}
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OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_.Get(ctx_, frame);
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if (ocio_method == ColorManager::kOCIOFast) {
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if (!color_processor->IsEnabled()) {
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color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
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}
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VideoParams frame_params = frame->video_params();
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// Check frame aspect ratio
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if (frame->sample_aspect_ratio() != 1 && frame->sample_aspect_ratio() != 0) {
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int new_width = frame_params.width();
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int new_height = frame_params.height();
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// Scale the frame in a way that does not reduce the resolution
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if (frame->sample_aspect_ratio() > 1) {
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// Make wider
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new_width = qRound(static_cast<double>(new_width) * frame->sample_aspect_ratio().toDouble());
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} else {
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// Make taller
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new_height = qRound(static_cast<double>(new_height) / frame->sample_aspect_ratio().toDouble());
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}
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frame_params = VideoParams(new_width,
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new_height,
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frame_params.format(),
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frame_params.divider());
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}
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PixelFormat::Format texture_fmt;
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if (PixelFormat::FormatHasAlphaChannel(frame_params.format())) {
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texture_fmt = PixelFormat::GetFormatWithAlphaChannel(params.format());
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} else {
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texture_fmt = PixelFormat::GetFormatWithoutAlphaChannel(params.format());
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}
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VideoParams dest_params(frame_params.width(),
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frame_params.height(),
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texture_fmt,
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frame_params.divider());
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// Create destination texture
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OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_.Get(ctx_, dest_params);
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buffer_.Attach(associated_tex_ref->texture(), true);
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buffer_.Bind();
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footage_tex_ref->texture()->Bind();
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// Set viewport for texture size
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functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
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// Blit old texture to new texture through OCIO shader
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color_processor->ProcessOpenGL();
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footage_tex_ref->texture()->Release();
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buffer_.Release();
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buffer_.Detach();
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footage_tex_ref = associated_tex_ref;
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}
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return QVariant::fromValue(footage_tex_ref);
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}
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QVariant OpenGLProxy::PreCachedFrameToValue(FramePtr frame)
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{
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return QVariant::fromValue(texture_cache_.Get(ctx_, frame));
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}
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OpenGLShaderPtr OpenGLProxy::ResolveShaderFromCache(const Node *node, const QString &shader_id)
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{
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// Make a composite of the node ID and the shader ID (if applicable)
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QString full_shader_id = QStringLiteral("%1:%2").arg(node->id(), shader_id);
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OpenGLShaderPtr shader = shader_cache_.value(full_shader_id);
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if (!shader) {
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// Since we have shader code, compile it now
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ShaderCode code = node->GetShaderCode(shader_id);
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QString vert_code = code.vert_code();
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QString frag_code = code.frag_code();
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if (frag_code.isEmpty() && vert_code.isEmpty()) {
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qWarning() << "No shader code found for" << node->id() << "- operation will be a no-op";
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}
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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}
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if (vert_code.isEmpty()) {
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vert_code = OpenGLShader::CodeDefaultVertex();
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}
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shader = OpenGLShader::Create();
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if (shader
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&& shader->create()
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&& shader->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)
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&& shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)
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&& shader->link()) {
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shader_cache_.insert(full_shader_id, shader);
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} else {
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qWarning() << "Failed to compile shader for" << node->id();
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shader = nullptr;
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}
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}
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return shader;
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}
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void OpenGLProxy::Close()
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{
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shader_cache_.clear();
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buffer_.Destroy();
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copy_pipeline_ = nullptr;
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functions_ = nullptr;
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delete ctx_;
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ctx_ = nullptr;
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}
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QVariant OpenGLProxy::RunNodeAccelerated(const Node *node,
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const TimeRange &range,
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const ShaderJob &job,
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const VideoParams& params)
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{
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// If this node is iterative, we'll pick up which input here
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GLuint iterative_input = 0;
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QList<GLuint> textures_to_bind;
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bool input_textures_have_alpha = false;
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OpenGLShaderPtr shader = ResolveShaderFromCache(node, job.GetShaderID());
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if (!shader) {
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return QVariant();
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}
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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()->id());
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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 QVariant& value = it.value().data();
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const NodeParam::DataType& data_type = (it.value().type() != NodeParam::kNone)
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? it.value().type()
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: it.key()->data_type();
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switch (data_type) {
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case NodeInput::kInt:
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shader->setUniformValue(variable_location, value.toInt());
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break;
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case NodeInput::kFloat:
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shader->setUniformValue(variable_location, value.toFloat());
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break;
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case NodeInput::kVec2:
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if (it.key()->IsArray()) {
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QVector<NodeValue> nv = value.value< QVector<NodeValue> >();
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QVector<QVector2D> a(nv.size());
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for (int j=0;j<a.size();j++) {
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a[j] = nv.at(j).data().value<QVector2D>();
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}
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shader->setUniformValueArray(variable_location, a.constData(), a.size());
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int count_location = shader->uniformLocation(QStringLiteral("%1_count").arg(it.key()->id()));
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if (count_location > -1) {
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shader->setUniformValue(count_location, a.size());
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}
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} else {
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shader->setUniformValue(variable_location, value.value<QVector2D>());
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}
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break;
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case NodeInput::kVec3:
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shader->setUniformValue(variable_location, value.value<QVector3D>());
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break;
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case NodeInput::kVec4:
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shader->setUniformValue(variable_location, value.value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
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break;
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case NodeInput::kCombo:
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shader->setUniformValue(variable_location, value.value<int>());
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break;
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case NodeInput::kColor:
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{
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Color color = value.value<Color>();
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shader->setUniformValue(variable_location, color.red(), color.green(), color.blue(), color.alpha());
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break;
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}
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case NodeInput::kBoolean:
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shader->setUniformValue(variable_location, value.toBool());
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break;
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case NodeInput::kTexture:
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{
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OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
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if (texture) {
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if (PixelFormat::FormatHasAlphaChannel(texture->texture()->format())) {
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input_textures_have_alpha = true;
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}
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}
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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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}
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GLuint tex_id = texture ? texture->texture()->texture() : 0;
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textures_to_bind.append(tex_id);
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// Set enable flag if shader wants it
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int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(it.key()->id()));
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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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if (tex_id > 0) {
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// Set texture resolution if shader wants it
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int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(it.key()->id()));
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if (res_param_location > -1) {
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shader->setUniformValue(res_param_location,
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static_cast<GLfloat>(texture->texture()->width() * texture->texture()->divider()),
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static_cast<GLfloat>(texture->texture()->height() * texture->texture()->divider()));
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}
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}
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break;
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}
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case NodeInput::kSamples:
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case NodeInput::kText:
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case NodeInput::kRational:
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case NodeInput::kFont:
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case NodeInput::kFile:
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case NodeInput::kDecimal:
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case NodeInput::kNumber:
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case NodeInput::kString:
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case NodeInput::kVector:
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case NodeInput::kShaderJob:
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case NodeInput::kSampleJob:
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case NodeInput::kGenerateJob:
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case NodeInput::kFootage:
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case NodeInput::kBuffer:
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case NodeInput::kNone:
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case NodeInput::kAny:
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break;
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}
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}
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// Provide some standard args
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shader->setUniformValue("ove_resolution",
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static_cast<GLfloat>(params.width()),
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static_cast<GLfloat>(params.height()));
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if (node->IsBlock() && static_cast<const Block*>(node)->type() == Block::kTransition) {
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const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
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// Provides total transition progress from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_all", static_cast<GLfloat>(transition_node->GetTotalProgress(range.in())));
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// Provides progress of out section from 1.0 (start) - 0.0 (end)
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shader->setUniformValue("ove_tprog_out", static_cast<GLfloat>(transition_node->GetOutProgress(range.in())));
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// Provides progress of in section from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_in", static_cast<GLfloat>(transition_node->GetInProgress(range.in())));
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}
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shader->release();
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// Create the output textures
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PixelFormat::Format output_format = (input_textures_have_alpha || job.GetAlphaChannelRequired())
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? PixelFormat::GetFormatWithAlphaChannel(params.format())
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: PixelFormat::GetFormatWithoutAlphaChannel(params.format());
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VideoParams output_params(params.width(),
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params.height(),
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params.time_base(),
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output_format,
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params.divider());
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int real_iteration_count;
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if (job.GetIterationCount() > 1 && job.GetIterativeInput()) {
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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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OpenGLTextureCache::ReferencePtr dst_refs[2];
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dst_refs[0] = texture_cache_.Get(ctx_, output_params);
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// If this node requires multiple iterations, get a texture for it too
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if (real_iteration_count > 1) {
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dst_refs[1] = texture_cache_.Get(ctx_, output_params);
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}
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// Some nodes use multiple iterations for optimization
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OpenGLTextureCache::ReferencePtr input_tex, output_tex;
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// Set up OpenGL parameters as necessary
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functions_->glViewport(0, 0, params.effective_width(), params.effective_height());
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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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functions_->glActiveTexture(GL_TEXTURE0 + i);
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functions_->glBindTexture(GL_TEXTURE_2D, textures_to_bind.at(i));
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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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->bind();
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shader->setUniformValue("ove_iteration", iteration);
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shader->release();
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// Replace iterative input
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if (iteration == 0) {
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output_tex = dst_refs[0];
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} else {
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input_tex = dst_refs[(iteration+1)%2];
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output_tex = dst_refs[iteration%2];
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functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
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functions_->glBindTexture(GL_TEXTURE_2D, input_tex->texture()->texture());
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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}
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buffer_.Attach(output_tex->texture(), true);
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buffer_.Bind();
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// Blit this texture through this shader
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OpenGLRenderFunctions::Blit(shader);
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buffer_.Release();
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buffer_.Detach();
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}
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// Release any textures we bound before
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for (int i=textures_to_bind.size()-1; i>=0; i--) {
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functions_->glActiveTexture(GL_TEXTURE0 + i);
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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}
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return QVariant::fromValue(output_tex);
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}
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void OpenGLProxy::TextureToBuffer(const QVariant& tex_in,
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FramePtr frame,
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const QMatrix4x4& matrix)
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{
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OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
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if (!texture) {
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return;
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}
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OpenGLTextureCache::ReferencePtr download_tex;
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functions_->glViewport(0, 0, frame->width(), frame->height());
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if (frame->width() != texture->texture()->width()
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|| frame->height() != texture->texture()->height()) {
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// Resize the texture if necessary
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OpenGLTextureCache::ReferencePtr resized = texture_cache_.Get(ctx_, frame->video_params());
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buffer_.Attach(resized->texture(), true);
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buffer_.Bind();
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texture->texture()->Bind();
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// Blit to this new texture
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OpenGLRenderFunctions::Blit(copy_pipeline_, false, matrix);
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texture->texture()->Release();
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buffer_.Release();
|
|
buffer_.Detach();
|
|
|
|
download_tex = resized;
|
|
|
|
} else {
|
|
|
|
download_tex = texture;
|
|
|
|
}
|
|
|
|
buffer_.Attach(download_tex->texture());
|
|
buffer_.Bind();
|
|
|
|
functions_->glPixelStorei(GL_PACK_ROW_LENGTH, frame->linesize_pixels());
|
|
|
|
functions_->glReadPixels(0,
|
|
0,
|
|
frame->width(),
|
|
frame->height(),
|
|
OpenGLRenderFunctions::GetPixelFormat(frame->format()),
|
|
OpenGLRenderFunctions::GetPixelType(frame->format()),
|
|
frame->data());
|
|
|
|
functions_->glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
|
|
buffer_.Release();
|
|
buffer_.Detach();
|
|
}
|
|
|
|
void OpenGLProxy::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();
|
|
functions_->glBlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
buffer_.Create(ctx_);
|
|
|
|
copy_pipeline_ = OpenGLShader::CreateDefault();
|
|
}
|
|
|
|
OLIVE_NAMESPACE_EXIT
|