Files
oak-editor/engine/render/renderworkerpool.h
T
Mike-Solar 28c4426236 build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
2026-07-20 03:23:28 +08:00

174 lines
4.9 KiB
C++

/***
Oak - Non-Linear Video Editor
Copyright (C) 2026 Oak 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/>.
***/
#ifndef OAK_RENDERWORKERPOOL_H
#define OAK_RENDERWORKERPOOL_H
#include <QHash>
#include <QMutex>
#include <QSet>
#include <QThread>
#include <QVector>
#include <QWaitCondition>
#include <deque>
#include <memory>
#include "codec/frame.h"
#include "node/project/serializer/serializer.h"
#include "render/ipc/frameslotpool.h"
#include "render/ipc/ipcmessage.h"
#include "render/ipc/sharedmemoryregion.h"
#include "render/rendermanager.h"
class QProcess;
namespace olive
{
class Project;
class RenderWorkerPool : public QThread {
Q_OBJECT
public:
explicit RenderWorkerPool(DecoderCache *decoder_cache,
const QString &gpu_backend,
QObject *parent = nullptr);
~RenderWorkerPool() override;
bool submit_frame(RenderTicketPtr ticket,
const RenderManager::RenderVideoParams &params);
bool remove_ticket(RenderTicketPtr ticket);
void shutdown();
protected:
void run() override;
private:
struct Job {
Job(RenderTicketPtr t, const RenderManager::RenderVideoParams &p)
: ticket(t)
, params(p)
{
}
RenderTicketPtr ticket;
RenderManager::RenderVideoParams params;
QString graph_path;
QString node_token;
QVector<FramePtr> input_frames;
};
enum class JobResult {
k_finished,
k_retryable_failure,
k_fatal_failure,
k_cancelled
};
struct ActiveJob {
RenderTicketPtr ticket;
qint64 process_id = 0;
qint64 ticket_id = 0;
};
struct PooledWorker {
QProcess *process = nullptr;
QString loaded_graph_path;
qint64 last_used_ms = 0;
int use_count = 0;
// Persistent shared memory for this worker. Reusing regions across frames
// avoids the cost of creating/destroying large shm segments every render.
ipc::SharedMemoryRegion output_region;
ipc::FrameSlotPool output_pool;
size_t output_slot_bytes = 0;
QString output_shm_key;
ipc::SharedMemoryRegion input_region;
ipc::FrameSlotPool input_pool;
size_t input_slot_bytes = 0;
QString input_shm_key;
};
struct CachedGraph {
QString path;
};
bool prepare_job(RenderTicketPtr ticket,
const RenderManager::RenderVideoParams &params, Job *job);
bool write_graph_snapshot(Project *project, QString *path);
bool is_supported(const RenderManager::RenderVideoParams &params) const;
void worker_loop(int worker_index,
std::vector<std::unique_ptr<PooledWorker>> *local_pool);
void process_job(const Job &job, int worker_index,
std::vector<std::unique_ptr<PooledWorker>> *local_pool);
JobResult process_job_attempt(const Job &job, int worker_index,
int attempt_index, PooledWorker *worker);
void finish_with_frame(RenderTicketPtr ticket, const ipc::FrameSlotPool &pool,
uint32_t slot);
void cleanup_graph_file(const QString &path);
void add_graph_path_ref(const QString &path);
void add_graph_path_ref_locked(const QString &path);
void release_graph_path_ref(const QString &path);
void release_graph_path_ref_locked(const QString &path);
void set_graph_path_cached(const QString &path, bool cached);
void set_graph_path_cached_locked(const QString &path, bool cached);
void cancel_active_process(qint64 process_id);
void set_active_worker(int worker_index, RenderTicketPtr ticket,
QProcess *worker, qint64 ticket_id);
void clear_active_worker(int worker_index, qint64 process_id);
int worker_count() const;
std::unique_ptr<PooledWorker>
acquire_worker(std::vector<std::unique_ptr<PooledWorker>> *local_pool,
const QString &graph_path);
void return_worker(std::vector<std::unique_ptr<PooledWorker>> *local_pool,
std::unique_ptr<PooledWorker> worker, bool keep_alive);
void shutdown_worker(PooledWorker *worker);
void
shutdown_local_pool(std::vector<std::unique_ptr<PooledWorker>> *local_pool);
void clear_graph_cache();
DecoderCache *decoder_cache_;
QString gpu_backend_;
QMutex mutex_;
QWaitCondition wait_;
std::deque<Job> queue_;
bool stopping_ = false;
QVector<ActiveJob> active_jobs_;
QHash<QUuid, CachedGraph> graph_cache_;
QHash<QString, int> graph_path_ref_count_;
QSet<QString> cached_graph_paths_;
static constexpr uint32_t k_output_slots = 2;
static constexpr int k_max_attempts = 2;
static constexpr int k_max_width = 4096;
static constexpr int k_max_height = 2160;
static constexpr int k_worker_idle_timeout_ms = 30000;
static constexpr int k_worker_max_uses = 100;
};
}
#endif // OAK_RENDERWORKERPOOL_H