fixed various issues with threading
This commit is contained in:
+24
-5
@@ -7,12 +7,16 @@
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#include "ui/renderfunctions.h"
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#include "playback/playback.h"
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#include "project/sequence.h"
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RenderThread::RenderThread() :
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share_ctx(nullptr),
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ctx(nullptr),
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frameBuffer(0),
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texColorBuffer(0)
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texColorBuffer(0),
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tex_width(-1),
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tex_height(-1),
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queued(false)
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{
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surface.create();
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}
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@@ -27,7 +31,10 @@ void RenderThread::run() {
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bool running = true;
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while (running) {
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waitCond.wait(&mutex);
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if (!queued) {
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waitCond.wait(&mutex);
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}
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queued = false;
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if (share_ctx != nullptr) {
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if (ctx == nullptr) {
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@@ -48,12 +55,20 @@ void RenderThread::run() {
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ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer);
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// gen texture
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if (texColorBuffer == 0) {
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if (texColorBuffer == 0 || tex_width != seq->width || tex_height != seq->height) {\
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if (texColorBuffer > 0) {
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ctx->functions()->glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0
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);
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glDeleteTextures(1, &texColorBuffer);
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}
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glGenTextures(1, &texColorBuffer);
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glBindTexture(GL_TEXTURE_2D, texColorBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB, 1920, 1080, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr
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GL_TEXTURE_2D, 0, GL_RGB, seq->width, seq->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr
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);
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tex_width = seq->width;
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tex_height = seq->height;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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ctx->functions()->glFramebufferTexture2D(
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@@ -70,12 +85,15 @@ void RenderThread::run() {
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// release
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ctx->functions()->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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emit ready();
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}
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}
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}
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if (ctx != nullptr) {
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if (frameBuffer != 0) ctx->functions()->glDeleteFramebuffers(1, &frameBuffer);
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if (texColorBuffer > 0) glDeleteTextures(1, &texColorBuffer);
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if (frameBuffer > 0) ctx->functions()->glDeleteFramebuffers(1, &frameBuffer);
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ctx->doneCurrent();
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delete ctx;
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}
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@@ -110,5 +128,6 @@ void RenderThread::paint() {
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void RenderThread::start_render(QOpenGLContext *share, Sequence *s, int idivider) {
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share_ctx = share;
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seq = s;
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queued = true;
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waitCond.wakeAll();
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}
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