Workers run in different threads and the backends can poll whether the worker is currently busy or not. However the previous iteration has the worker (and an atomic int) provide the busy state which could easily desync with the main thread (since all workers run in different threads). By holding the busy states in the main thread, the main thread will always be able to poll the busy state accurately.
147 lines
2.9 KiB
C++
147 lines
2.9 KiB
C++
#ifndef RENDERBACKEND_H
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#define RENDERBACKEND_H
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#include <QLinkedList>
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#include "common/constructors.h"
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#include "decodercache.h"
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#include "node/graph.h"
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#include "node/output/viewer/viewer.h"
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#include "renderworker.h"
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class RenderBackend : public QObject
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{
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Q_OBJECT
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public:
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RenderBackend(QObject* parent = nullptr);
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DISABLE_COPY_MOVE(RenderBackend)
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bool Init();
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void Close();
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const QString& GetError() const;
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void SetViewerNode(ViewerOutput* viewer_node);
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void SetCacheName(const QString& s);
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bool IsInitiated();
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public slots:
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virtual void InvalidateCache(const rational &start_range, const rational &end_range);
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bool Compile();
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void Decompile();
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protected:
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void RegenerateCacheID();
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virtual bool InitInternal() = 0;
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virtual void CloseInternal() = 0;
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virtual bool CompileInternal() = 0;
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virtual void DecompileInternal() = 0;
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rational SequenceLength();
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const QVector<QThread*>& threads();
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/**
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* @brief Internal function for generating the cache ID
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*/
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virtual bool GenerateCacheIDInternal(QCryptographicHash& hash) = 0;
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virtual void CacheIDChangedEvent(const QString& id);
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void SetError(const QString& error);
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virtual void ConnectViewer(ViewerOutput* node);
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virtual void DisconnectViewer(ViewerOutput* node);
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/**
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* @brief Function called when there are frames in the queue to cache
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*
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* This function is NOT thread-safe and should only be called in the main thread.
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*/
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void CacheNext();
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void InitWorkers();
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virtual NodeInput* GetDependentInput() = 0;
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virtual void ConnectWorkerToThis(RenderWorker* worker) = 0;
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ViewerOutput* viewer_node() const;
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bool ViewerIsConnected() const;
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const QString& cache_id() const;
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void QueueValueUpdate(const TimeRange& range);
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void UpdateNodeInputs();
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bool WorkerIsBusy(RenderWorker* worker) const;
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void SetWorkerBusyState(RenderWorker* worker, bool busy);
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QList<TimeRange> cache_queue_;
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QVector<RenderWorker*> processors_;
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bool compiled_;
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private:
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bool AllProcessorsAreAvailable() const;
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/**
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* @brief Internal list of RenderProcessThreads
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*/
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QVector<QThread*> threads_;
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/**
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* @brief Internal variable that contains whether the Renderer has started or not
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*/
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bool started_;
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/**
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* @brief Internal reference to attached viewer node
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*/
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ViewerOutput* viewer_node_;
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/**
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* @brief Internal reference to the copied viewer node we made in the compilation process
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*/
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ViewerOutput* copied_viewer_node_;
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/**
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* @brief Error string that can be set in SetError() to handle failures
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*/
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QString error_;
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QString cache_name_;
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qint64 cache_time_;
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QString cache_id_;
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QList<Node*> source_node_list_;
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NodeGraph copied_graph_;
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bool value_update_queued_;
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TimeRange value_update_range_;
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bool recompile_queued_;
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bool input_update_queued_;
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QVector<bool> processor_busy_state_;
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private slots:
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void QueueRecompile();
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};
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#endif // RENDERBACKEND_H
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