foundations for background caching
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@@ -22,8 +22,13 @@
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#include <QDebug>
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RendererThread::RendererThread() :
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cancelled_(false)
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RendererThread::RendererThread(const int &width, const int &height, const olive::PixelFormat &format, const olive::RenderMode &mode) :
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cancelled_(false),
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width_(width),
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height_(height),
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format_(format),
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mode_(mode),
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render_instance_(nullptr)
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{
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}
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@@ -32,16 +37,22 @@ bool RendererThread::Queue(Node *n, const rational& time)
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// If the thread is inactive, tryLock() will succeed
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if (mutex_.tryLock()) {
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qDebug() << "[RendererThread Main] tryLock succeeded";
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// The mutex is locked in the calling thread now, so we can change the active Node
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node_ = n;
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time_ = time;
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// We can now wake up our main thread
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qDebug() << "[RendererThread Main] Waking thread";
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wait_cond_.wakeAll();
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qDebug() << "[RendererThread Main] Unlocking mutex";
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mutex_.unlock();
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// Wait for thread to start before returning
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qDebug() << "[RendererThread Main] Waiting for caller mutex";
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caller_mutex_.lock();
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qDebug() << "[RendererThread Main] Caller mutex arrived";
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caller_mutex_.unlock();
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return true;
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@@ -59,48 +70,50 @@ void RendererThread::Cancel()
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wait();
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}
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RenderInstance *RendererThread::render_instance()
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{
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return render_instance_;
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}
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void RendererThread::run()
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{
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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() << tr("Failed to create OpenGL context in thread %1").arg(reinterpret_cast<quintptr>(this));
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return;
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}
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// Create offscreen surface
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surface_.create();
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// Make context current on that surface
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if (!ctx_.makeCurrent(&surface_)) {
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qWarning() << tr("Failed to makeCurrent() on offscreen surface in thread %1").arg(reinterpret_cast<quintptr>(this));
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surface_.destroy();
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return;
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}
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// Lock mutex for main loop
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mutex_.lock();
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// Main loop (use Cancel() to exit it)
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while (!cancelled_) {
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// Lock the caller mutex (used in Queue() for thread synchronization)
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caller_mutex_.lock();
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RenderInstance instance(width_, height_, format_, mode_);
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render_instance_ = &instance;
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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// Allocate and create resources
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if (instance.Start()) {
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// Unlock the caller mutex
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caller_mutex_.unlock();
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// Main loop (use Cancel() to exit it)
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while (!cancelled_) {
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// Lock the caller mutex (used in Queue() for thread synchronization)
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caller_mutex_.lock();
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// Process the Node
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node_->Process(time_);
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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// Unlock the caller mutex
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caller_mutex_.unlock();
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// Process the Node
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node_->Run(time_);
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}
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}
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// Release OpenGL context
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ctx_.doneCurrent();
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// Destroy offscreen surface
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surface_.destroy();
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// Free all resources
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render_instance_ = nullptr;
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instance.Stop();
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// Unlock mutex before exiting
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mutex_.unlock();
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}
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void RendererThread::StartThread(QThread::Priority priority)
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{
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queue_.clear();
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// Start the thread (the thread will unlock caller_mutex_)
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QThread::start(priority);
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}
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