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