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oak-editor/app/node/processor/renderer/rendererthread.cpp
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/***
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(QOpenGLContext *share_ctx, const int &width, const int &height, const olive::PixelFormat &format, const olive::RenderMode &mode) :
share_ctx_(share_ctx),
cancelled_(false),
width_(width),
height_(height),
format_(format),
mode_(mode),
render_instance_(nullptr)
{
}
bool RendererThread::Queue(const NodeDependency& dep, bool wait)
{
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;
// 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 RendererThread::Cancel()
{
// Escape main loop
cancelled_ = true;
// Wait until thread is finished before returning
wait();
}
RenderInstance *RendererThread::render_instance()
{
return render_instance_;
}
void RendererThread::run()
{
// Lock mutex for main loop
mutex_.lock();
// Signal that main thread can continue now
caller_mutex_.lock();
wait_cond_.wakeAll();
caller_mutex_.unlock();
RenderInstance instance(width_, height_, format_, mode_);
render_instance_ = &instance;
instance.SetShareContext(share_ctx_);
// Allocate and create resources
if (instance.Start()) {
// Main loop (use Cancel() to exit it)
while (!cancelled_) {
// Main waiting condition
wait_cond_.wait(&mutex_);
// 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();
QList<NodeDependency> deps = node_to_process->RunDependencies(output_to_process, path_.time());
// Ask for other threads to run these deps while we're here
if (!deps.isEmpty()) {
for (int i=1;i<deps.size();i++) {
emit RequestSibling(deps.at(i));
}
}
// Get the requested value
output_to_process->get_value(path_.time());
emit FinishedPath();
}
}
// Free all resources
render_instance_ = nullptr;
instance.Stop();
// Unlock mutex before exiting
mutex_.unlock();
}
void RendererThread::StartThread(QThread::Priority priority)
{
caller_mutex_.lock();
// Start the thread
QThread::start(priority);
// Wait for thread to finish completion
wait_cond_.wait(&caller_mutex_);
caller_mutex_.unlock();
}