/***
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);
}