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oak-editor/app/node/processor/renderer/rendererthread.cpp
T

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2.5 KiB
C++

/***
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 <http://www.gnu.org/licenses/>.
***/
#include "rendererthread.h"
#include <QDebug>
RendererThread::RendererThread() :
cancelled_(false)
{
}
bool RendererThread::Queue(Node *n, const rational& time)
{
// If the thread is inactive, tryLock() will succeed
if (mutex_.tryLock()) {
// 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
wait_cond_.wakeAll();
mutex_.unlock();
// Wait for thread to start before returning
caller_mutex_.lock();
caller_mutex_.unlock();
return true;
}
return false;
}
void RendererThread::Cancel()
{
// Escape main loop
cancelled_ = true;
// Wait until thread is finished before returning
wait();
}
void RendererThread::run()
{
// Create OpenGL context (automatically destroys any existing if there is one)
if (!ctx_.create()) {
qWarning() << tr("Failed to create OpenGL context in thread %1").arg(reinterpret_cast<quintptr>(this));
return;
}
// Create offscreen surface
surface_.create();
// Make context current on that surface
if (!ctx_.makeCurrent(&surface_)) {
qWarning() << tr("Failed to makeCurrent() on offscreen surface in thread %1").arg(reinterpret_cast<quintptr>(this));
surface_.destroy();
return;
}
// Lock mutex for main loop
mutex_.lock();
// 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_->Process(time_);
}
// Release OpenGL context
ctx_.doneCurrent();
// Destroy offscreen surface
surface_.destroy();
// Unlock mutex before exiting
mutex_.unlock();
}