162 lines
5.2 KiB
C++
162 lines
5.2 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 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 "rendererthreadwrapper.h"
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namespace olive {
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RendererThreadWrapper::RendererThreadWrapper(Renderer *inner, QObject *parent) :
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Renderer(parent),
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inner_(inner),
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thread_(nullptr)
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{
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}
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bool RendererThreadWrapper::Init()
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{
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// Init context in main thread
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if (!inner_->Init()) {
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return false;
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}
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// Create thread
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thread_ = new QThread(this);
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thread_->start(QThread::IdlePriority);
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// Move context to thread
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inner_->moveToThread(thread_);
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// Queue post-init in new thread
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QMetaObject::invokeMethod(inner_, "PostInit", Qt::BlockingQueuedConnection);
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return true;
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}
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void RendererThreadWrapper::PostInit()
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{
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// Do nothing
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}
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void RendererThreadWrapper::DestroyInternal()
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{
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if (thread_) {
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QMetaObject::invokeMethod(inner_, "DestroyInternal", Qt::BlockingQueuedConnection);
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inner_ = nullptr;
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thread_->quit();
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thread_->wait();
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delete thread_;
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thread_ = nullptr;
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}
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}
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void RendererThreadWrapper::ClearDestination(double r, double g, double b, double a)
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{
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QMetaObject::invokeMethod(inner_, "ClearDestination", Qt::BlockingQueuedConnection,
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Q_ARG(double, r),
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Q_ARG(double, g),
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Q_ARG(double, b),
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Q_ARG(double, a));
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}
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QVariant RendererThreadWrapper::CreateNativeTexture2D(int width, int height, VideoParams::Format format, int channel_count, const void *data, int linesize)
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{
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QVariant v;
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QMetaObject::invokeMethod(inner_, "CreateNativeTexture2D", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(QVariant, v),
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Q_ARG(int, width),
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Q_ARG(int, height),
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OLIVE_NS_ARG(VideoParams::Format, format),
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Q_ARG(int, channel_count),
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Q_ARG(const void*, data),
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Q_ARG(int, linesize));
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return v;
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}
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QVariant RendererThreadWrapper::CreateNativeTexture3D(int width, int height, int depth, VideoParams::Format format, int channel_count, const void *data, int linesize)
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{
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QVariant v;
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QMetaObject::invokeMethod(inner_, "CreateNativeTexture3D", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(QVariant, v),
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Q_ARG(int, width),
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Q_ARG(int, height),
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Q_ARG(int, depth),
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OLIVE_NS_ARG(VideoParams::Format, format),
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Q_ARG(int, channel_count),
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Q_ARG(const void*, data),
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Q_ARG(int, linesize));
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return v;
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}
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void RendererThreadWrapper::DestroyNativeTexture(QVariant texture)
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{
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QMetaObject::invokeMethod(inner_, "DestroyNativeTexture", Qt::BlockingQueuedConnection,
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Q_ARG(QVariant, texture));
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}
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QVariant RendererThreadWrapper::CreateNativeShader(ShaderCode code)
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{
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QVariant v;
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QMetaObject::invokeMethod(inner_, "CreateNativeShader", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(QVariant, v),
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OLIVE_NS_ARG(ShaderCode, code));
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return v;
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}
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void RendererThreadWrapper::DestroyNativeShader(QVariant shader)
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{
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QMetaObject::invokeMethod(inner_, "DestroyNativeShader", Qt::BlockingQueuedConnection,
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Q_ARG(QVariant, shader));
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}
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void RendererThreadWrapper::UploadToTexture(Texture *texture, const void *data, int linesize)
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{
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QMetaObject::invokeMethod(inner_, "UploadToTexture", Qt::BlockingQueuedConnection,
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OLIVE_NS_ARG(Texture*, texture),
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Q_ARG(const void*, data),
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Q_ARG(int, linesize));
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}
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void RendererThreadWrapper::DownloadFromTexture(Texture *texture, void *data, int linesize)
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{
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QMetaObject::invokeMethod(inner_, "DownloadFromTexture", Qt::BlockingQueuedConnection,
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OLIVE_NS_ARG(Texture*, texture),
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Q_ARG(void*, data),
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Q_ARG(int, linesize));
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}
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void RendererThreadWrapper::Blit(QVariant shader, ShaderJob job, Texture *destination, VideoParams destination_params, bool clear_destination)
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{
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QMetaObject::invokeMethod(inner_, "Blit", Qt::BlockingQueuedConnection,
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Q_ARG(QVariant, shader),
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OLIVE_NS_ARG(ShaderJob, job),
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OLIVE_NS_ARG(Texture*, destination),
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OLIVE_NS_ARG(VideoParams, destination_params),
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Q_ARG(bool, clear_destination));
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}
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}
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