Files
oak-editor/app/render/backend/renderbackend.cpp
T
itsmattkc 8e6c23ffc1 fixed bug that caused some frames to never render indefinitely
Frames should no longer get stuck unrendered.
2019-11-17 17:14:08 +09:00

248 lines
4.8 KiB
C++

#include "renderbackend.h"
#include <QDateTime>
#include <QThread>
RenderBackend::RenderBackend(QObject *parent) :
QObject(parent),
compiled_(false),
caching_(false),
started_(false),
viewer_node_(nullptr)
{
}
bool RenderBackend::Init()
{
if (started_) {
return true;
}
threads_.resize(QThread::idealThreadCount());
for (int i=0;i<threads_.size();i++) {
QThread* thread = new QThread(this);
threads_.replace(i, thread);
// We use low priority to keep the app responsive at all times (GUI thread should always prioritize over this one)
thread->start(QThread::LowPriority);
}
started_ = InitInternal();
// Connects workers and moves them to their respective threads
InitWorkers();
if (!started_) {
Close();
}
return started_;
}
void RenderBackend::Close()
{
if (!started_) {
return;
}
started_ = false;
CloseInternal();
decoder_cache_.Clear();
foreach (QThread* thread, threads_) {
thread->quit();
thread->wait(); // FIXME: Maximum time in case a thread is stuck?
}
threads_.clear();
foreach (RenderWorker* processor, processors_) {
delete processor;
}
processors_.clear();
}
const QString &RenderBackend::GetError() const
{
return error_;
}
void RenderBackend::SetViewerNode(ViewerOutput *viewer_node)
{
if (viewer_node_ != nullptr) {
DisconnectViewer(viewer_node_);
Decompile();
}
viewer_node_ = viewer_node;
if (viewer_node_ != nullptr) {
ConnectViewer(viewer_node_);
}
}
void RenderBackend::SetCacheName(const QString &s)
{
cache_name_ = s;
cache_time_ = QDateTime::currentMSecsSinceEpoch();
RegenerateCacheID();
}
bool RenderBackend::IsInitiated()
{
return started_;
}
bool RenderBackend::Compile()
{
if (compiled_) {
return true;
}
compiled_ = CompileInternal();
if (!compiled_) {
Decompile();
}
return compiled_;
}
void RenderBackend::Decompile()
{
if (!compiled_) {
return;
}
DecompileInternal();
}
void RenderBackend::RegenerateCacheID()
{
QCryptographicHash hash(QCryptographicHash::Sha1);
if (cache_name_.isEmpty()
|| !cache_time_
|| !GenerateCacheIDInternal(hash)) {
cache_id_.clear();
CacheIDChangedEvent(QString());
return;
}
hash.addData(cache_name_.toUtf8());
hash.addData(QString::number(cache_time_).toUtf8());
QByteArray bytes = hash.result();
cache_id_ = bytes.toHex();
CacheIDChangedEvent(cache_id_);
}
void RenderBackend::SetError(const QString &error)
{
error_ = error;
}
void RenderBackend::ConnectViewer(ViewerOutput *node)
{
Q_UNUSED(node)
}
void RenderBackend::DisconnectViewer(ViewerOutput *node)
{
Q_UNUSED(node)
}
void RenderBackend::CacheNext()
{
if (!Init() || cache_queue_.isEmpty() || viewer_node() == nullptr || caching_) {
return;
}
TimeRange cache_frame = cache_queue_.takeFirst();
caching_ = GenerateData(cache_frame);
}
bool RenderBackend::GenerateData(const TimeRange &range)
{
if (!Compile()) {
qDebug() << "Graph remains uncompiled, nothing to be done";
return false;
}
NodeDependency dep = NodeDependency(GetDependentInput()->get_connected_output(), range.in(), range.out());
foreach (RenderWorker* worker, processors_) {
if (worker->IsAvailable() || worker == processors_.last()) {
QMetaObject::invokeMethod(worker,
"Render",
Qt::QueuedConnection,
Q_ARG(NodeDependency, dep));
return true;
}
}
return false;
}
ViewerOutput *RenderBackend::viewer_node() const
{
return viewer_node_;
}
DecoderCache *RenderBackend::decoder_cache()
{
return &decoder_cache_;
}
const QString &RenderBackend::cache_id() const
{
return cache_id_;
}
const QVector<QThread *> &RenderBackend::threads()
{
return threads_;
}
void RenderBackend::CacheIDChangedEvent(const QString &id)
{
Q_UNUSED(id)
}
void RenderBackend::InitWorkers()
{
for (int i=0;i<processors_.size();i++) {
RenderWorker* processor = processors_.at(i);
QThread* thread = threads().at(i);
// Connect to it
connect(processor, SIGNAL(RequestSibling(NodeDependency)), this, SLOT(ThreadRequestedSibling(NodeDependency)));
ConnectWorkerToThis(processor);
// Finally, we can move it to its own thread
processor->moveToThread(thread);
// This function blocks the main thread intentionally. See the documentation for this function to see why.
processor->Init();
}
}
void RenderBackend::ThreadRequestedSibling(NodeDependency dep)
{
// Try to queue another thread to run this dep in advance
foreach (RenderWorker* worker, processors_) {
if (worker->IsAvailable()) {
QMetaObject::invokeMethod(worker,
"RenderAsSibling",
Qt::QueuedConnection,
Q_ARG(NodeDependency, dep));
return;
}
}
}