67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "BKE_node.h"
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extern "C" {
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#include "BLI_threads.h"
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}
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "COM_compositor.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_WorkScheduler.h"
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#include "OCL_opencl.h"
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static ThreadMutex compositorMutex;
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static char is_compositorMutex_init = FALSE;
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void COM_execute(RenderData *rd, bNodeTree *editingtree, int rendering)
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{
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if (is_compositorMutex_init == FALSE) { /// TODO: move to blender startup phase
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memset(&compositorMutex, 0, sizeof(compositorMutex));
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BLI_mutex_init(&compositorMutex);
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OCL_init();
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WorkScheduler::initialize(); ///TODO: call workscheduler.deinitialize somewhere
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is_compositorMutex_init = TRUE;
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}
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BLI_mutex_lock(&compositorMutex);
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if (editingtree->test_break(editingtree->tbh)) {
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// during editing multiple calls to this method can be triggered.
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// make sure one the last one will be doing the work.
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BLI_mutex_unlock(&compositorMutex);
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return;
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}
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/* set progress bar to 0% and status to init compositing*/
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editingtree->progress(editingtree->prh, 0.0);
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/* initialize execution system */
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ExecutionSystem *system = new ExecutionSystem(rd, editingtree, rendering);
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system->execute();
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delete system;
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BLI_mutex_unlock(&compositorMutex);
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}
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