107 lines
2.5 KiB
C++
107 lines
2.5 KiB
C++
/***
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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 "rendererthread.h"
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#include <QDebug>
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RendererThread::RendererThread() :
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cancelled_(false)
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{
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}
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bool RendererThread::Queue(Node *n, const rational& time)
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{
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// If the thread is inactive, tryLock() will succeed
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if (mutex_.tryLock()) {
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// The mutex is locked in the calling thread now, so we can change the active Node
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node_ = n;
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time_ = time;
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// We can now 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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caller_mutex_.lock();
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caller_mutex_.unlock();
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return true;
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}
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return false;
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}
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void RendererThread::Cancel()
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{
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// Escape main loop
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cancelled_ = true;
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// Wait until thread is finished before returning
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wait();
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}
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void RendererThread::run()
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{
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_.create()) {
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qWarning() << tr("Failed to create OpenGL context in thread %1").arg(reinterpret_cast<quintptr>(this));
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return;
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}
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// Create offscreen surface
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surface_.create();
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// Make context current on that surface
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if (!ctx_.makeCurrent(&surface_)) {
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qWarning() << tr("Failed to makeCurrent() on offscreen surface in thread %1").arg(reinterpret_cast<quintptr>(this));
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surface_.destroy();
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return;
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}
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// Lock mutex for main loop
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mutex_.lock();
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// Main loop (use Cancel() to exit it)
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while (!cancelled_) {
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// Lock the caller mutex (used in Queue() for thread synchronization)
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caller_mutex_.lock();
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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// Unlock the caller mutex
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caller_mutex_.unlock();
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// Process the Node
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node_->Process(time_);
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}
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// Release OpenGL context
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ctx_.doneCurrent();
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// Destroy offscreen surface
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surface_.destroy();
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// Unlock mutex before exiting
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mutex_.unlock();
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}
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