base audio renderer classes created
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/***
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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 "videorendererprocessthread.h"
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#include "videorenderer.h"
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RendererProcessThread::RendererProcessThread(VideoRendererProcessor* parent,
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QOpenGLContext *share_ctx,
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const int &width,
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const int &height,
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const int ÷r,
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const olive::PixelFormat &format,
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const olive::RenderMode &mode) :
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VideoRendererThreadBase(share_ctx, width, height, divider, format, mode),
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parent_(parent),
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cancelled_(false)
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{
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}
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bool RendererProcessThread::Queue(const NodeDependency& dep, bool wait, bool sibling)
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{
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if (wait) {
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// Wait for thread to be available
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mutex_.lock();
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} else if (!mutex_.tryLock()) {
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return false;
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}
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// We can now change params without the other thread using them
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path_ = dep;
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sibling_ = sibling;
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// Prepare to wait for thread to respond
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caller_mutex_.lock();
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// Wake up our main thread
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wait_cond_.wakeAll();
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mutex_.unlock();
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// Wait for thread to start before returning
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wait_cond_.wait(&caller_mutex_);
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caller_mutex_.unlock();
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return true;
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}
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void RendererProcessThread::Cancel()
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{
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cancelled_ = true;
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mutex_.lock();
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wait_cond_.wakeAll();
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mutex_.unlock();
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wait();
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}
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void RendererProcessThread::ProcessLoop()
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{
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while (!cancelled_) {
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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if (cancelled_) {
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break;
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}
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// Wake up main thread
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caller_mutex_.lock();
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wait_cond_.wakeAll();
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caller_mutex_.unlock();
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// Process the Node
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NodeOutput* output_to_process = path_.node();
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Node* node_to_process = output_to_process->parent();
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texture_ = nullptr;
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QList<Node*> all_deps;
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bool has_hash = false;
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bool can_cache = true;
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if (!sibling_) {
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node_to_process->Lock();
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all_deps = node_to_process->GetDependencies();
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foreach (Node* dep, all_deps) {
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dep->Lock();
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}
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// Check hash
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QCryptographicHash hasher(QCryptographicHash::Sha1);
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node_to_process->Hash(&hasher, output_to_process, path_.time());
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hash_ = hasher.result();
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has_hash = parent_->HasHash(hash_);
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can_cache = false;
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}
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if (!has_hash){
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if ((can_cache = parent_->TryCache(hash_))) {
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QList<NodeDependency> deps = node_to_process->RunDependencies(output_to_process, path_.time());
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// Ask for other threads to run these deps while we're here
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if (!deps.isEmpty()) {
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for (int i=1;i<deps.size();i++) {
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emit RequestSibling(deps.at(i));
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}
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}
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// Get the requested value
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texture_ = output_to_process->get_value(path_.time()).value<RenderTexturePtr>();
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render_instance()->context()->functions()->glFinish();
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}
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}
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if (!sibling_) {
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foreach (Node* dep, all_deps) {
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dep->Unlock();
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}
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node_to_process->Unlock();
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}
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if (can_cache) {
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// We cached this frame, signal that it will need to be downloaded to disk
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emit CachedFrame(texture_, path_.time(), hash_);
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} else {
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// This hash already exists, no need to cache, just map it
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emit FrameSkipped(path_.time(), hash_);
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}
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}
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}
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