144 lines
3.3 KiB
C++
144 lines
3.3 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(QOpenGLContext *share_ctx, const int &width, const int &height, const olive::PixelFormat &format, const olive::RenderMode &mode) :
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share_ctx_(share_ctx),
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cancelled_(false),
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width_(width),
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height_(height),
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format_(format),
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mode_(mode),
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render_instance_(nullptr)
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{
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}
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bool RendererThread::Queue(const NodeDependency& dep, bool wait)
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{
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if (wait) {
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// Wait for thread to be available
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mutex_.lock();
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} else if (!mutex_.tryLock()) {
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return false;
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}
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// We can now change params without the other thread using them
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path_ = dep;
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// Prepare to wait for thread to respond
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caller_mutex_.lock();
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// 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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wait_cond_.wait(&caller_mutex_);
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caller_mutex_.unlock();
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return true;
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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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RenderInstance *RendererThread::render_instance()
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{
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return render_instance_;
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}
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void RendererThread::run()
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{
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// Lock mutex for main loop
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mutex_.lock();
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// Signal that main thread can continue now
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caller_mutex_.lock();
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wait_cond_.wakeAll();
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caller_mutex_.unlock();
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RenderInstance instance(width_, height_, format_, mode_);
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render_instance_ = &instance;
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instance.SetShareContext(share_ctx_);
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// Allocate and create resources
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if (instance.Start()) {
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// Main loop (use Cancel() to exit it)
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while (!cancelled_) {
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// Main waiting condition
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wait_cond_.wait(&mutex_);
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// Wake up main thread
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caller_mutex_.lock();
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wait_cond_.wakeAll();
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caller_mutex_.unlock();
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// Process the Node
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NodeOutput* output_to_process = path_.node();
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Node* node_to_process = output_to_process->parent();
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QList<NodeDependency> deps = node_to_process->RunDependencies(output_to_process, path_.time());
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// Ask for other threads to run these deps while we're here
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if (!deps.isEmpty()) {
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for (int i=1;i<deps.size();i++) {
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emit RequestSibling(deps.at(i));
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}
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}
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// Get the requested value
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output_to_process->get_value(path_.time());
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emit FinishedPath();
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}
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}
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// Free all resources
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render_instance_ = nullptr;
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instance.Stop();
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// Unlock mutex before exiting
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mutex_.unlock();
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}
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void RendererThread::StartThread(QThread::Priority priority)
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{
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caller_mutex_.lock();
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// Start the thread
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QThread::start(priority);
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// Wait for thread to finish completion
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wait_cond_.wait(&caller_mutex_);
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caller_mutex_.unlock();
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}
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