/*** 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 . ***/ #include "rendererthread.h" #include RendererThread::RendererThread(const int &width, const int &height, const olive::PixelFormat &format, const olive::RenderMode &mode) : cancelled_(false), width_(width), height_(height), format_(format), mode_(mode), render_instance_(nullptr) { } bool RendererThread::Queue(Node *n, const rational& time) { // If the thread is inactive, tryLock() will succeed if (mutex_.tryLock()) { qDebug() << "[RendererThread Main] tryLock succeeded"; // The mutex is locked in the calling thread now, so we can change the active Node node_ = n; time_ = time; // We can now wake up our main thread qDebug() << "[RendererThread Main] Waking thread"; wait_cond_.wakeAll(); qDebug() << "[RendererThread Main] Unlocking mutex"; mutex_.unlock(); // Wait for thread to start before returning qDebug() << "[RendererThread Main] Waiting for caller mutex"; caller_mutex_.lock(); qDebug() << "[RendererThread Main] Caller mutex arrived"; caller_mutex_.unlock(); return true; } return false; } void RendererThread::Cancel() { // Escape main loop cancelled_ = true; // Wait until thread is finished before returning wait(); } RenderInstance *RendererThread::render_instance() { return render_instance_; } void RendererThread::run() { // Lock mutex for main loop mutex_.lock(); RenderInstance instance(width_, height_, format_, mode_); render_instance_ = &instance; // Allocate and create resources if (instance.Start()) { // Main loop (use Cancel() to exit it) while (!cancelled_) { // Lock the caller mutex (used in Queue() for thread synchronization) caller_mutex_.lock(); // Main waiting condition wait_cond_.wait(&mutex_); // Unlock the caller mutex caller_mutex_.unlock(); // Process the Node node_->Run(time_); } } // Free all resources render_instance_ = nullptr; instance.Stop(); // Unlock mutex before exiting mutex_.unlock(); } void RendererThread::StartThread(QThread::Priority priority) { queue_.clear(); // Start the thread (the thread will unlock caller_mutex_) QThread::start(priority); }