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oak-editor/app/render/backend/opengl/openglproxy.cpp
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/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "openglproxy.h"
#include <QThread>
#include "common/clamp.h"
#include "core.h"
#include "node/block/transition/transition.h"
#include "node/node.h"
#include "openglcolorprocessor.h"
#include "openglrenderfunctions.h"
#include "render/colormanager.h"
#include "render/pixelformat.h"
OLIVE_NAMESPACE_ENTER
OpenGLProxy* OpenGLProxy::instance_ = nullptr;
OpenGLProxy::OpenGLProxy(QObject *parent) :
QObject(parent),
ctx_(nullptr),
functions_(nullptr)
{
surface_.create();
}
OpenGLProxy::~OpenGLProxy()
{
Close();
surface_.destroy();
}
void OpenGLProxy::CreateInstance()
{
instance_ = new OpenGLProxy();
QThread* proxy_thread = new QThread();
proxy_thread->start(QThread::IdlePriority);
instance_->moveToThread(proxy_thread);
if (!instance_->Init()) {
DestroyInstance();
}
}
void OpenGLProxy::DestroyInstance()
{
if (instance_) {
instance_->thread()->quit();
instance_->thread()->wait();
instance_->thread()->deleteLater();
instance_->deleteLater();
instance_ = nullptr;
}
}
bool OpenGLProxy::Init()
{
// Create context object
ctx_ = new QOpenGLContext();
// 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());
// 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 OpenGLProxy::FrameToValue(FramePtr frame, StreamPtr stream, const VideoParams& params, const RenderMode::Mode& mode)
{
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
// Set up OCIO context
QString colorspace_match = video_stream->get_colorspace_match_string();
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache_.value(colorspace_match));
if (!color_processor) {
color_processor = OpenGLColorProcessor::Create(video_stream->footage()->project()->color_manager(),
video_stream->colorspace(),
video_stream->footage()->project()->color_manager()->GetReferenceColorSpace());
color_cache_.insert(colorspace_match, color_processor);
}
ColorManager::OCIOMethod ocio_method = ColorManager::GetOCIOMethodForMode(mode);
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (ocio_method == ColorManager::kOCIOAccurate) {
bool has_alpha = PixelFormat::FormatHasAlphaChannel(frame->format());
// Convert frame to float for OCIO
frame = PixelFormat::ConvertPixelFormat(frame,
has_alpha
? PixelFormat::PIX_FMT_RGBA32F
: PixelFormat::PIX_FMT_RGB32F);
// If alpha is associated, disassociate for the color transform
if (has_alpha && video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (has_alpha) {
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
}
OpenGLTextureCache::ReferencePtr footage_tex_ref = texture_cache_.Get(ctx_, frame);
if (ocio_method == ColorManager::kOCIOFast) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
VideoParams frame_params = frame->video_params();
PixelFormat::Format texture_fmt;
if (PixelFormat::FormatHasAlphaChannel(frame_params.format())) {
texture_fmt = PixelFormat::GetFormatWithAlphaChannel(params.format());
} else {
texture_fmt = PixelFormat::GetFormatWithoutAlphaChannel(params.format());
}
VideoParams dest_params(frame_params.width(),
frame_params.height(),
texture_fmt,
frame_params.pixel_aspect_ratio(),
frame_params.interlacing(),
frame_params.divider());
// Create destination texture
OpenGLTextureCache::ReferencePtr associated_tex_ref = texture_cache_.Get(ctx_, dest_params);
buffer_.Attach(associated_tex_ref->texture(), true);
buffer_.Bind();
footage_tex_ref->texture()->Bind();
// Set viewport for texture size
functions_->glViewport(0, 0, associated_tex_ref->texture()->width(), associated_tex_ref->texture()->height());
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex_ref->texture()->Release();
buffer_.Release();
buffer_.Detach();
footage_tex_ref = associated_tex_ref;
}
return QVariant::fromValue(footage_tex_ref);
}
QVariant OpenGLProxy::PreCachedFrameToValue(FramePtr frame)
{
return QVariant::fromValue(texture_cache_.Get(ctx_, frame));
}
OpenGLShaderPtr OpenGLProxy::ResolveShaderFromCache(const Node *node, const QString &shader_id)
{
// Make a composite of the node ID and the shader ID (if applicable)
QString full_shader_id = QStringLiteral("%1:%2").arg(node->id(), shader_id);
OpenGLShaderPtr shader = shader_cache_.value(full_shader_id);
if (!shader) {
// Since we have shader code, compile it now
ShaderCode code = node->GetShaderCode(shader_id);
QString vert_code = code.vert_code();
QString frag_code = code.frag_code();
if (frag_code.isEmpty() && vert_code.isEmpty()) {
qWarning() << "No shader code found for" << node->id() << "- operation will be a no-op";
}
if (frag_code.isEmpty()) {
frag_code = OpenGLShader::CodeDefaultFragment();
}
if (vert_code.isEmpty()) {
vert_code = OpenGLShader::CodeDefaultVertex();
}
shader = OpenGLShader::Create();
if (shader
&& shader->create()
&& shader->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)
&& shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)
&& shader->link()) {
shader_cache_.insert(full_shader_id, shader);
} else {
qWarning() << "Failed to compile shader for" << node->id();
shader = nullptr;
}
}
return shader;
}
void OpenGLProxy::Close()
{
shader_cache_.clear();
buffer_.Destroy();
copy_pipeline_ = nullptr;
functions_ = nullptr;
delete ctx_;
ctx_ = nullptr;
}
QVariant OpenGLProxy::RunNodeAccelerated(const Node *node,
const TimeRange &range,
const ShaderJob &job,
const VideoParams& params)
{
// If this node is iterative, we'll pick up which input here
GLuint iterative_input = 0;
QList<GLuint> textures_to_bind;
bool input_textures_have_alpha = false;
OpenGLShaderPtr shader = ResolveShaderFromCache(node, job.GetShaderID());
if (!shader) {
return QVariant();
}
shader->bind();
NodeValueMap::const_iterator it;
for (it=job.GetValues().constBegin(); it!=job.GetValues().constEnd(); it++) {
// See if the shader has takes this parameter as an input
int variable_location = shader->uniformLocation(it.key());
if (variable_location == -1) {
continue;
}
// See if this value corresponds to an input (NOTE: it may not and this may be null)
NodeInput* corresponding_input = node->GetInputWithID(it.key());
// This variable is used in the shader, let's set it
const QVariant& value = it.value().data();
NodeParam::DataType data_type = (it.value().type() != NodeParam::kNone)
? it.value().type()
: corresponding_input->data_type();
switch (data_type) {
case NodeInput::kInt:
// kInt technically specifies a LongLong, but OpenGL doesn't support those. This may lead to
// over/underflows if the number is large enough, but the likelihood of that is quite low.
shader->setUniformValue(variable_location, value.toInt());
break;
case NodeInput::kFloat:
// kFloat technically specifies a double but as above, OpenGL doesn't support those.
shader->setUniformValue(variable_location, value.toFloat());
break;
case NodeInput::kVec2:
if (corresponding_input && corresponding_input->IsArray()) {
QVector<NodeValue> nv = value.value< QVector<NodeValue> >();
QVector<QVector2D> a(nv.size());
for (int j=0;j<a.size();j++) {
a[j] = nv.at(j).data().value<QVector2D>();
}
shader->setUniformValueArray(variable_location, a.constData(), a.size());
int count_location = shader->uniformLocation(QStringLiteral("%1_count").arg(it.key()));
if (count_location > -1) {
shader->setUniformValue(count_location, a.size());
}
} else {
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::kCombo:
shader->setUniformValue(variable_location, value.value<int>());
break;
case NodeInput::kColor:
{
Color color = value.value<Color>();
shader->setUniformValue(variable_location, color.red(), color.green(), color.blue(), color.alpha());
break;
}
case NodeInput::kBoolean:
shader->setUniformValue(variable_location, value.toBool());
break;
case NodeInput::kBuffer:
case NodeInput::kTexture:
{
OpenGLTextureCache::ReferencePtr texture = value.value<OpenGLTextureCache::ReferencePtr>();
if (texture) {
if (PixelFormat::FormatHasAlphaChannel(texture->texture()->format())) {
input_textures_have_alpha = true;
}
}
// Set value to bound texture
shader->setUniformValue(variable_location, textures_to_bind.size());
// If this texture binding is the iterative input, set it here
if (corresponding_input && corresponding_input == job.GetIterativeInput()) {
iterative_input = textures_to_bind.size();
}
GLuint tex_id = texture ? texture->texture()->texture() : 0;
textures_to_bind.append(tex_id);
// Set enable flag if shader wants it
int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(it.key()));
if (enable_param_location > -1) {
shader->setUniformValue(enable_param_location,
tex_id > 0);
}
if (tex_id > 0) {
// Set texture resolution if shader wants it
int res_param_location = shader->uniformLocation(QStringLiteral("%1_resolution").arg(it.key()));
if (res_param_location > -1) {
int adjusted_width = texture->texture()->width() * texture->texture()->divider();
// Adjust virtual width by pixel aspect if necessary
if (texture->texture()->params().pixel_aspect_ratio() != 1
|| params.pixel_aspect_ratio() != 1) {
double relative_pixel_aspect = texture->texture()->params().pixel_aspect_ratio().toDouble() / params.pixel_aspect_ratio().toDouble();
adjusted_width = qRound(static_cast<double>(adjusted_width) * relative_pixel_aspect);
}
shader->setUniformValue(res_param_location,
adjusted_width,
static_cast<GLfloat>(texture->texture()->height() * texture->texture()->divider()));
}
}
break;
}
case NodeInput::kSamples:
case NodeInput::kText:
case NodeInput::kRational:
case NodeInput::kFont:
case NodeInput::kFile:
case NodeInput::kDecimal:
case NodeInput::kNumber:
case NodeInput::kString:
case NodeInput::kVector:
case NodeInput::kShaderJob:
case NodeInput::kSampleJob:
case NodeInput::kGenerateJob:
case NodeInput::kFootage:
case NodeInput::kNone:
case NodeInput::kAny:
break;
}
}
// Provide some standard args
shader->setUniformValue("ove_resolution",
static_cast<GLfloat>(params.width()),
static_cast<GLfloat>(params.height()));
shader->release();
// Create the output textures
PixelFormat::Format output_format = (input_textures_have_alpha || job.GetAlphaChannelRequired())
? PixelFormat::GetFormatWithAlphaChannel(params.format())
: PixelFormat::GetFormatWithoutAlphaChannel(params.format());
VideoParams output_params(params.width(),
params.height(),
params.time_base(),
output_format,
params.pixel_aspect_ratio(),
params.interlacing(),
params.divider());
int real_iteration_count;
if (job.GetIterationCount() > 1 && job.GetIterativeInput()) {
real_iteration_count = job.GetIterationCount();
} else {
real_iteration_count = 1;
}
OpenGLTextureCache::ReferencePtr dst_refs[2];
dst_refs[0] = texture_cache_.Get(ctx_, output_params);
// If this node requires multiple iterations, get a texture for it too
if (real_iteration_count > 1) {
dst_refs[1] = texture_cache_.Get(ctx_, output_params);
}
// Some nodes use multiple iterations for optimization
OpenGLTextureCache::ReferencePtr input_tex, output_tex;
// Set up OpenGL parameters as necessary
functions_->glViewport(0, 0, params.effective_width(), params.effective_height());
// Bind all textures
for (int i=0; i<textures_to_bind.size(); i++) {
functions_->glActiveTexture(GL_TEXTURE0 + i);
functions_->glBindTexture(GL_TEXTURE_2D, textures_to_bind.at(i));
OpenGLRenderFunctions::PrepareToDraw(functions_);
}
for (int iteration=0; iteration<real_iteration_count; iteration++) {
// Set iteration number
shader->bind();
shader->setUniformValue("ove_iteration", iteration);
shader->release();
// Replace iterative input
if (iteration == 0) {
output_tex = dst_refs[0];
} else {
input_tex = dst_refs[(iteration+1)%2];
output_tex = dst_refs[iteration%2];
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
functions_->glBindTexture(GL_TEXTURE_2D, input_tex->texture()->texture());
OpenGLRenderFunctions::PrepareToDraw(functions_);
}
buffer_.Attach(output_tex->texture(), true);
buffer_.Bind();
// Blit this texture through this shader
OpenGLRenderFunctions::Blit(shader);
buffer_.Release();
buffer_.Detach();
}
// Release any textures we bound before
for (int i=textures_to_bind.size()-1; i>=0; i--) {
functions_->glActiveTexture(GL_TEXTURE0 + i);
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
return QVariant::fromValue(output_tex);
}
void OpenGLProxy::TextureToBuffer(const QVariant& tex_in,
FramePtr frame,
const QMatrix4x4& matrix)
{
OpenGLTextureCache::ReferencePtr texture = tex_in.value<OpenGLTextureCache::ReferencePtr>();
if (!texture) {
return;
}
OpenGLTextureCache::ReferencePtr download_tex;
if (!frame->is_allocated()) {
// If the frame isn't allocated, we'll assume that we're allocating it to the texture dimensions
frame->set_video_params(texture->texture()->params());
frame->allocate();
}
functions_->glViewport(0, 0, frame->width(), frame->height());
if (frame->width() != texture->texture()->width()
|| frame->height() != texture->texture()->height()) {
// Resize the texture if necessary
OpenGLTextureCache::ReferencePtr resized = texture_cache_.Get(ctx_, frame->video_params());
buffer_.Attach(resized->texture(), true);
buffer_.Bind();
texture->texture()->Bind();
// Blit to this new texture
OpenGLRenderFunctions::Blit(copy_pipeline_, false, matrix);
texture->texture()->Release();
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