#include "rendercoord.hpp" #include #include #include #include #include #include #include uint32_t colorToUint32(const Color &c) { Color cnew = Color(c); cnew.clamp(); return (0xFF << 24) + (cnew.r() << 16) + (cnew.g() << 8) + cnew.b(); } // Run by main thread RenderThread::RenderThread(Renderer r, unsigned threads, QObject *parent, unsigned id) : QThread(parent), m_lock(1), m_render(r), m_pause(1) { m_id = id; m_workers = threads; } // Run on new thread void RenderThread::run() { while (1) { // Wait for work m_work.acquire(); // Very expensive, but necesary to get live rendering Color *sum = new Color[m_render.m_width * m_render.m_height]; m_current_samples = 0; for (int sample = 0; sample < m_samples; sample++) { m_current_samples = sample; // Probably not that smart m_pause.acquire(); m_pause.release(); for (unsigned y = m_id; y < m_render.m_height; y += m_workers) { for (unsigned x = 0; x < m_render.m_width; x++) { auto index = x + y * m_render.m_width; sum[index] += m_render.render(m_render.m_width - x, m_render.m_height - y, 1); m_writebuffer[index] = colorToUint32(sum[index] / (sample+1)); } } } // Signal done m_lock.release(); emit done(m_id); } } void RenderThread::pause() { m_pause.acquire(); } void RenderThread::resume() { m_pause.release(); } int RenderThread::render(QRgb *buffer, unsigned samples) { // Check if already running if (!m_lock.tryAcquire()) { return 1; } m_writebuffer = buffer; m_samples = samples; m_work.release(); return 0; } unsigned RenderThread::stop() { stopAt(m_current_samples); return m_current_samples; } void RenderThread::stopAt(int at) { m_samples = at; } // Running on main thread unsigned RenderThread::current_samples() { // No sync should not be a problem here. return m_current_samples; } RenderCoordinator::RenderCoordinator(QObject *parent, DrawWidget &target, Renderer r, QLabel *status) : QObject(parent), m_target(target), m_renderer(r), m_timer(this) { m_status = status; // Create and start workers for (int i = 0; i < 4; i++) { auto thread = new RenderThread(m_renderer, 4, this, i); thread->start(); QObject::connect(thread, &RenderThread::done, this, &RenderCoordinator::workerDone); m_workers.push_back(thread); } render(); } void RenderCoordinator::render() { m_started = 0; for (auto thd : m_workers) { thd->render(m_target.m_drawbuffer, 20); m_started++; } m_state = running; updateUi(); QObject::connect(&m_timer, &QTimer::timeout, this, &RenderCoordinator::updateUi); m_timer.start(500); } void RenderCoordinator::stop() { unsigned max = 0; for (auto thd : m_workers) { thd->pause(); auto val = thd->current_samples(); if (val>max) { max = val; } } std::cout << max << std::endl; for (auto thd : m_workers) { thd->stopAt(max+1); thd->resume(); } m_state = stopping; updateUi(); } void RenderCoordinator::workerDone(unsigned workerid) { std::cout << "Worker " << workerid << " done!" << std::endl; if (--m_started) { return; } std::cout << "All done :-)" << std::endl; // All workers are done m_state = stopped; m_timer.stop(); updateUi(); } unsigned RenderCoordinator::calcStats(unsigned *max, unsigned *min, double *avg) { unsigned count = 0; unsigned sum = 0; for (auto thd : m_workers) { auto val = thd->current_samples(); if (min && (val < *min || !count)) { *min = val; } if (max && (val > *max || !count)) { *max = val; } sum += val; count++; } if (avg) { *avg = (double)sum / count; } return count; } void RenderCoordinator::updateUi() { m_target.repaint(); if (!m_status) { return; } // Gather statictics from workers unsigned max; unsigned min; double avg; unsigned count = calcStats(&max, &min, &avg); std::ostringstream status; status << states[m_state] << " Threads: " << count << " Max: " << max << " samples" << " Min: " << min << " samples" << " Avg: " << avg << " samples"; m_status->setText(QString::fromStdString(status.str())); }