libvips/libvips/iofuncs/sinkscreen.c
John Cupitt 8ebed8fe03 fix the bg render thread in sinkscreen
it could exit under heavy load, resulting in black everywhere ... now
let it exit when there's no work, and restart next time a dirty tile
appears
2015-12-02 15:51:25 +00:00

1133 lines
26 KiB
C

/* aynchronous screen sink
*
* 1/1/10
* - from im_render.c
* 25/11/10
* - in synchronous mode, use a single region for input and save huge
* mem use
* 20/1/14
* - bg render thread quits on shutdown
* 1/12/15
* - don't do anything to out or mask after they have closed
* - only run the bg render thread when there's work to do
*/
/*
This file is part of VIPS.
VIPS is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
02110-1301 USA
*/
/*
These files are distributed with VIPS - http://www.vips.ecs.soton.ac.uk
*/
/* Verbose debugging output.
#define VIPS_DEBUG
*/
/* Trace allocate/free.
#define VIPS_DEBUG_AMBER
*/
/* Trace reschedule
#define VIPS_DEBUG_GREEN
*/
/* Trace serious problems.
#define VIPS_DEBUG_RED
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif /*HAVE_CONFIG_H*/
#include <vips/intl.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_UNISTD_H
#include <unistd.h>
#endif /*HAVE_UNISTD_H*/
#include <vips/vips.h>
#include <vips/thread.h>
#include <vips/debug.h>
#ifdef VIPS_DEBUG_AMBER
static int render_num_renders = 0;
#endif /*VIPS_DEBUG_AMBER*/
/* A tile in our cache.
*/
typedef struct {
struct _Render *render;
VipsRect area; /* Place here (unclipped) */
VipsRegion *region; /* VipsRegion with the pixels */
/* The tile contains calculated pixels. Though the region may have been
* invalidated behind our backs: we have to check that too.
*/
gboolean painted;
/* The tile is on the dirty list. This saves us having to search the
* dirty list all the time.
*/
gboolean dirty;
/* Time of last use, for LRU flush
*/
int ticks;
} Tile;
/* Per-call state.
*/
typedef struct _Render {
/* Reference count this, since we use these things from several
* threads. We can't easily use the gobject ref count system since we
* need a lock around operations.
*/
int ref_count;
GMutex *ref_count_lock;
/* Parameters.
*/
VipsImage *in; /* Image we render */
VipsImage *out; /* Write tiles here on demand */
VipsImage *mask; /* Set valid pixels here */
int tile_width; /* Tile size */
int tile_height;
int max_tiles; /* Maximum number of tiles */
int priority; /* Larger numbers done sooner */
VipsSinkNotify notify; /* Tell caller about paints here */
void *a;
/* Lock here before reading or modifying the tile structure.
*/
GMutex *lock;
/* Tile cache.
*/
GSList *all; /* All our tiles */
int ntiles; /* Number of tiles */
int ticks; /* Inc. on each access ... used for LRU */
/* List of dirty tiles. Most recent at the front.
*/
GSList *dirty;
/* Hash of tiles with positions. Tiles can be dirty or painted.
*/
GHashTable *tiles;
/* A shutdown flag. If ->out or ->mask close, we must no longer do
* anything to them until we shut down too.
*/
gboolean shutdown;
} Render;
/* Our per-thread state.
*/
typedef struct _RenderThreadState {
VipsThreadState parent_object;
/* The tile that should be calculated.
*/
Tile *tile;
} RenderThreadState;
typedef struct _RenderThreadStateClass {
VipsThreadStateClass parent_class;
} RenderThreadStateClass;
G_DEFINE_TYPE( RenderThreadState, render_thread_state, VIPS_TYPE_THREAD_STATE );
/* The BG thread which sits waiting to do some calculations.
*/
static GThread *render_thread = NULL;
/* Set this to ask the render thread to quit.
*/
static gboolean render_kill = FALSE;
/* All the renders with dirty tiles.
*/
static GMutex *render_dirty_lock = NULL;
static GSList *render_dirty_all = NULL;
/* Set this to make the bg thread stop and reschedule.
*/
static gboolean render_reschedule = FALSE;
static void
render_thread_state_class_init( RenderThreadStateClass *class )
{
VipsObjectClass *object_class = VIPS_OBJECT_CLASS( class );
object_class->nickname = "renderthreadstate";
object_class->description = _( "per-thread state for render" );
}
static void
render_thread_state_init( RenderThreadState *state )
{
state->tile = NULL;
}
static VipsThreadState *
render_thread_state_new( VipsImage *im, void *a )
{
return( VIPS_THREAD_STATE( vips_object_new(
render_thread_state_get_type(),
vips_thread_state_set, im, a ) ) );
}
static void *
tile_free( Tile *tile )
{
VIPS_DEBUG_MSG_AMBER( "tile_free\n" );
VIPS_UNREF( tile->region );
vips_free( tile );
return( NULL );
}
static int
render_free( Render *render )
{
VIPS_DEBUG_MSG_AMBER( "render_free: %p\n", render );
g_assert( render->ref_count == 0 );
g_mutex_lock( render_dirty_lock );
if( g_slist_find( render_dirty_all, render ) )
render_dirty_all = g_slist_remove( render_dirty_all, render );
g_mutex_unlock( render_dirty_lock );
vips_g_mutex_free( render->ref_count_lock );
vips_g_mutex_free( render->lock );
vips_slist_map2( render->all, (VipsSListMap2Fn) tile_free, NULL, NULL );
VIPS_FREEF( g_slist_free, render->all );
render->ntiles = 0;
VIPS_FREEF( g_slist_free, render->dirty );
VIPS_FREEF( g_hash_table_destroy, render->tiles );
vips_free( render );
#ifdef VIPS_DEBUG_AMBER
render_num_renders -= 1;
#endif /*VIPS_DEBUG_AMBER*/
return( 0 );
}
/* Ref and unref a Render ... free on last unref.
*/
static int
render_ref( Render *render )
{
g_mutex_lock( render->ref_count_lock );
g_assert( render->ref_count != 0 );
render->ref_count += 1;
g_mutex_unlock( render->ref_count_lock );
return( 0 );
}
static int
render_unref( Render *render )
{
int kill;
g_mutex_lock( render->ref_count_lock );
g_assert( render->ref_count > 0 );
render->ref_count -= 1;
kill = render->ref_count == 0;
g_mutex_unlock( render->ref_count_lock );
if( kill )
render_free( render );
return( 0 );
}
/* Get the first render with dirty tiles.
*/
static Render *
render_dirty_get( void )
{
Render *render;
g_mutex_lock( render_dirty_lock );
/* Just take the head of the jobs list ... we sort when we add.
*/
render = NULL;
if( render_dirty_all ) {
render = (Render *) render_dirty_all->data;
/* Ref the render to make sure it can't die while we're
* working on it.
*/
render_ref( render );
render_dirty_all = g_slist_remove( render_dirty_all, render );
}
g_mutex_unlock( render_dirty_lock );
return( render );
}
/* Get the next tile to paint off the dirty list.
*/
static Tile *
render_tile_dirty_get( Render *render )
{
Tile *tile;
if( !render->dirty )
tile = NULL;
else {
tile = (Tile *) render->dirty->data;
g_assert( tile->dirty );
render->dirty = g_slist_remove( render->dirty, tile );
tile->dirty = FALSE;
}
return( tile );
}
/* Pick a dirty tile to reuse. We could potentially get the tile that
* render_work() is working on in the background :-( but I don't think we'll
* get a crash, just a mis-paint. It should be vanishingly impossible anyway.
*/
static Tile *
render_tile_dirty_reuse( Render *render )
{
Tile *tile;
if( !render->dirty )
tile = NULL;
else {
tile = (Tile *) g_slist_last( render->dirty )->data;
render->dirty = g_slist_remove( render->dirty, tile );
g_assert( tile->dirty );
tile->dirty = FALSE;
VIPS_DEBUG_MSG( "render_tile_get_dirty_reuse: "
"reusing dirty %p\n", tile );
}
return( tile );
}
/* Add a tile to the dirty list.
*/
static void
tile_dirty_set( Tile *tile )
{
Render *render = tile->render;
if( !tile->dirty ) {
g_assert( !g_slist_find( render->dirty, tile ) );
render->dirty = g_slist_prepend( render->dirty, tile );
tile->dirty = TRUE;
tile->painted = FALSE;
}
else
g_assert( g_slist_find( render->dirty, tile ) );
}
/* Bump a tile to the front of the dirty list, if it's there.
*/
static void
tile_dirty_bump( Tile *tile )
{
Render *render = tile->render;
if( tile->dirty ) {
g_assert( g_slist_find( render->dirty, tile ) );
render->dirty = g_slist_remove( render->dirty, tile );
render->dirty = g_slist_prepend( render->dirty, tile );
}
else
g_assert( !g_slist_find( render->dirty, tile ) );
}
static int
render_allocate( VipsThreadState *state, void *a, gboolean *stop )
{
Render *render = (Render *) a;
RenderThreadState *rstate = (RenderThreadState *) state;
Tile *tile;
g_mutex_lock( render->lock );
if( render_reschedule ||
!(tile = render_tile_dirty_get( render )) ) {
VIPS_DEBUG_MSG_GREEN( "render_allocate: stopping\n" );
*stop = TRUE;
rstate->tile = NULL;
}
else
rstate->tile = tile;
g_mutex_unlock( render->lock );
return( 0 );
}
static int
render_work( VipsThreadState *state, void *a )
{
Render *render = (Render *) a;
RenderThreadState *rstate = (RenderThreadState *) state;
Tile *tile = rstate->tile;
g_assert( tile );
VIPS_DEBUG_MSG( "calculating tile %p %dx%d\n",
tile, tile->area.left, tile->area.top );
if( vips_region_prepare_to( state->reg, tile->region,
&tile->area, tile->area.left, tile->area.top ) ) {
VIPS_DEBUG_MSG_RED( "render_work: "
"vips_region_prepare_to() failed: %s\n",
vips_error_buffer() );
return( -1 );
}
tile->painted = TRUE;
/* All downstream images must drop caches, since we've (effectively)
* modified render->out.
*/
if( !render->shutdown )
vips_image_invalidate_all( render->out );
if( !render->shutdown &&
render->mask )
vips_image_invalidate_all( render->mask );
/* Now clients can update.
*/
if( !render->shutdown &&
render->notify )
render->notify( render->out, &tile->area, render->a );
return( 0 );
}
static void render_dirty_put( Render *render );
/* Main loop for RenderThreads.
*/
static void *
render_thread_main( void *client )
{
Render *render;
while( (render = render_dirty_get()) &&
!render_kill ) {
VIPS_DEBUG_MSG_GREEN( "render_thread_main: "
"threadpool start\n" );
render_reschedule = FALSE;
if( vips_threadpool_run( render->in,
render_thread_state_new,
render_allocate,
render_work,
NULL,
render ) )
VIPS_DEBUG_MSG_RED( "render_thread_main: "
"threadpool_run failed\n" );
VIPS_DEBUG_MSG_GREEN( "render_thread_main: "
"threadpool return\n" );
/* Add back to the jobs list, if we need to.
*/
render_dirty_put( render );
/* _get() does a ref to make sure we keep the render
* alive during processing ... unref before we loop.
* This can kill off the render.
*/
render_unref( render );
}
/* We are exiting, so render_thread must now be NULL.
*/
render_thread = NULL;
return( NULL );
}
/* Called from vips_shutdown().
*/
void
vips__render_shutdown( void )
{
/* We may come here without having inited.
*/
if( !render_dirty_lock )
return;
g_mutex_lock( render_dirty_lock );
if( render_thread ) {
GThread *thread;
thread = render_thread;
g_mutex_unlock( render_dirty_lock );
render_reschedule = TRUE;
render_kill = TRUE;
(void) g_thread_join( thread );
}
else
g_mutex_unlock( render_dirty_lock );
}
static int
render_dirty_sort( Render *a, Render *b )
{
return( b->priority - a->priority );
}
/* Add to the jobs list, if it has work to be done.
*/
static void
render_dirty_put( Render *render )
{
g_mutex_lock( render_dirty_lock );
if( render->dirty ) {
if( !g_slist_find( render_dirty_all, render ) ) {
render_dirty_all = g_slist_prepend( render_dirty_all,
render );
render_dirty_all = g_slist_sort( render_dirty_all,
(GCompareFunc) render_dirty_sort );
/* Make sure there is a bg render thread, and get it to
* reschedule.
*/
if( !render_thread ) {
render_thread = vips_g_thread_new( "sink_screen",
render_thread_main, NULL );
g_assert( render_thread );
}
VIPS_DEBUG_MSG_GREEN( "render_dirty_put: "
"reschedule\n" );
render_reschedule = TRUE;
}
}
g_mutex_unlock( render_dirty_lock );
}
static guint
tile_hash( gconstpointer key )
{
VipsRect *rect = (VipsRect *) key;
int x = rect->left / rect->width;
int y = rect->top / rect->height;
return( x << 16 ^ y );
}
static gboolean
tile_equal( gconstpointer a, gconstpointer b )
{
VipsRect *rect1 = (VipsRect *) a;
VipsRect *rect2 = (VipsRect *) b;
return( rect1->left == rect2->left &&
rect1->top == rect2->top );
}
static int
render_close_cb( VipsImage *image, Render *render )
{
VIPS_DEBUG_MSG_AMBER( "render_close_cb\n" );
/* The output image or mask are closing. This render will stick
* around for a while, since threads can still be running, but it
* must no longer reference ->out or ->mask (for example, invalidating
* them).
*/
render->shutdown = TRUE;
render_unref( render );
/* If this render is being worked on, we want to jog the bg thread,
* make it drop it's ref and think again.
*/
VIPS_DEBUG_MSG_GREEN( "render_close_cb: reschedule\n" );
render_reschedule = TRUE;
return( 0 );
}
static Render *
render_new( VipsImage *in, VipsImage *out, VipsImage *mask,
int tile_width, int tile_height,
int max_tiles,
int priority,
VipsSinkNotify notify, void *a )
{
Render *render;
/* Don't use auto-free for render, we do our own lifetime management
* with _ref() and _unref().
*/
if( !(render = VIPS_NEW( NULL, Render )) )
return( NULL );
render->ref_count = 1;
render->ref_count_lock = vips_g_mutex_new();
render->in = in;
render->out = out;
render->mask = mask;
render->tile_width = tile_width;
render->tile_height = tile_height;
render->max_tiles = max_tiles;
render->priority = priority;
render->notify = notify;
render->a = a;
render->lock = vips_g_mutex_new();
render->all = NULL;
render->ntiles = 0;
render->ticks = 0;
render->tiles = g_hash_table_new( tile_hash, tile_equal );
render->dirty = NULL;
render->shutdown = FALSE;
/* Both out and mask must close before we can free the render.
*/
g_signal_connect( out, "close",
G_CALLBACK( render_close_cb ), render );
if( mask ) {
g_signal_connect( mask, "close",
G_CALLBACK( render_close_cb ), render );
render_ref( render );
}
VIPS_DEBUG_MSG_AMBER( "render_new: %p\n", render );
#ifdef VIPS_DEBUG_AMBER
render_num_renders += 1;
#endif /*VIPS_DEBUG_AMBER*/
return( render );
}
/* Make a Tile.
*/
static Tile *
tile_new( Render *render )
{
Tile *tile;
VIPS_DEBUG_MSG_AMBER( "tile_new\n" );
/* Don't use auto-free: we need to make sure we free the tile after
* Render.
*/
if( !(tile = VIPS_NEW( NULL, Tile )) )
return( NULL );
tile->render = render;
tile->area.left = 0;
tile->area.top = 0;
tile->area.width = render->tile_width;
tile->area.height = render->tile_height;
tile->region = NULL;
tile->painted = FALSE;
tile->dirty = FALSE;
tile->ticks = render->ticks;
if( !(tile->region = vips_region_new( render->in )) ) {
(void) tile_free( tile );
return( NULL );
}
render->all = g_slist_prepend( render->all, tile );
render->ntiles += 1;
return( tile );
}
/* Search the cache for a tile by position.
*/
static Tile *
render_tile_lookup( Render *render, VipsRect *area )
{
return( (Tile *) g_hash_table_lookup( render->tiles, area ) );
}
/* Add a new tile to the table.
*/
static void
render_tile_add( Tile *tile, VipsRect *area )
{
Render *render = tile->render;
g_assert( !render_tile_lookup( render, area ) );
tile->area = *area;
tile->painted = FALSE;
/* Ignore buffer allocate errors, there's not much we could do with
* them.
*/
if( vips_region_buffer( tile->region, &tile->area ) )
VIPS_DEBUG_MSG_RED( "render_tile_add: "
"buffer allocate failed\n" );
g_hash_table_insert( render->tiles, &tile->area, tile );
}
/* Move a tile to a new position.
*/
static void
render_tile_move( Tile *tile, VipsRect *area )
{
Render *render = tile->render;
g_assert( render_tile_lookup( render, &tile->area ) );
if( tile->area.left != area->left ||
tile->area.top != area->top ) {
g_assert( !render_tile_lookup( render, area ) );
g_hash_table_remove( render->tiles, &tile->area );
render_tile_add( tile, area );
}
}
/* We've looked at a tile ... bump to end of LRU and front of dirty.
*/
static void
tile_touch( Tile *tile )
{
Render *render = tile->render;
tile->ticks = render->ticks;
render->ticks += 1;
tile_dirty_bump( tile );
}
/* Queue a tile for calculation.
*/
static void
tile_queue( Tile *tile, VipsRegion *reg )
{
Render *render = tile->render;
VIPS_DEBUG_MSG( "tile_queue: adding tile %p %dx%d to dirty\n",
tile, tile->area.left, tile->area.top );
tile->painted = FALSE;
tile_touch( tile );
if( render->notify ) {
/* Add to the list of renders with dirty tiles. The bg
* thread will pick it up and paint it. It can be already on
* the dirty list.
*/
tile_dirty_set( tile );
render_dirty_put( render );
}
else {
/* no notify ... paint the tile ourselves
* sychronously. No need to notify the client since they'll
* never see black tiles.
*/
VIPS_DEBUG_MSG( "tile_queue: "
"painting tile %p %dx%d synchronously\n",
tile, tile->area.left, tile->area.top );
/* While we're computing, let other threads use the cache.
* This tile won't get pulled out from under us since it's not
* marked as "painted", and it's not on the dirty list.
*/
g_mutex_unlock( render->lock );
if( vips_region_prepare_to( reg, tile->region,
&tile->area, tile->area.left, tile->area.top ) )
VIPS_DEBUG_MSG_RED( "tile_queue: prepare failed\n" );
g_mutex_lock( render->lock );
tile->painted = TRUE;
}
}
static void
tile_test_clean_ticks( VipsRect *key, Tile *value, Tile **best )
{
if( value->painted )
if( !*best || value->ticks < (*best)->ticks )
*best = value;
}
/* Pick a painted tile to reuse. Search for LRU (slow!).
*/
static Tile *
render_tile_get_painted( Render *render )
{
Tile *tile;
tile = NULL;
g_hash_table_foreach( render->tiles,
(GHFunc) tile_test_clean_ticks, &tile );
if( tile ) {
VIPS_DEBUG_MSG( "render_tile_get_painted: "
"reusing painted %p\n", tile );
}
return( tile );
}
/* Ask for an area of calculated pixels. Get from cache, request calculation,
* or if we've no threads or no notify, calculate immediately.
*/
static Tile *
render_tile_request( Render *render, VipsRegion *reg, VipsRect *area )
{
Tile *tile;
VIPS_DEBUG_MSG( "render_tile_request: asking for %dx%d\n",
area->left, area->top );
if( (tile = render_tile_lookup( render, area )) ) {
/* We already have a tile at this position. If it's invalid,
* ask for a repaint.
*/
if( tile->region->invalid )
tile_queue( tile, reg );
else
tile_touch( tile );
}
else if( render->ntiles < render->max_tiles ||
render->max_tiles == -1 ) {
/* We have fewer tiles than teh max. We can just make a new
* tile.
*/
if( !(tile = tile_new( render )) )
return( NULL );
render_tile_add( tile, area );
tile_queue( tile, reg );
}
else {
/* Need to reuse a tile. Try for an old painted tile first,
* then if that fails, reuse a dirty tile.
*/
if( !(tile = render_tile_get_painted( render )) &&
!(tile = render_tile_dirty_reuse( render )) ) {
VIPS_DEBUG_MSG( "render_tile_request: "
"no tiles to reuse\n" );
return( NULL );
}
render_tile_move( tile, area );
tile_queue( tile, reg );
}
return( tile );
}
/* Copy what we can from the tile into the region.
*/
static void
tile_copy( Tile *tile, VipsRegion *to )
{
VipsRect ovlap;
/* Find common pixels.
*/
vips_rect_intersectrect( &tile->area, &to->valid, &ovlap );
g_assert( !vips_rect_isempty( &ovlap ) );
/* If the tile is painted, copy over the pixels. Otherwise, fill with
* zero.
*/
if( tile->painted && !tile->region->invalid ) {
int len = VIPS_IMAGE_SIZEOF_PEL( to->im ) * ovlap.width;
int y;
VIPS_DEBUG_MSG( "tile_copy: "
"copying calculated pixels for %p %dx%d\n",
tile, tile->area.left, tile->area.top );
for( y = ovlap.top; y < VIPS_RECT_BOTTOM( &ovlap ); y++ ) {
VipsPel *p = VIPS_REGION_ADDR( tile->region,
ovlap.left, y );
VipsPel *q = VIPS_REGION_ADDR( to, ovlap.left, y );
memcpy( q, p, len );
}
}
else {
VIPS_DEBUG_MSG( "tile_copy: zero filling for %p %dx%d\n",
tile, tile->area.left, tile->area.top );
vips_region_paint( to, &ovlap, 0 );
}
}
/* Loop over the output region, filling with data from cache.
*/
static int
image_fill( VipsRegion *out, void *seq, void *a, void *b, gboolean *stop )
{
Render *render = (Render *) b;
int tile_width = render->tile_width;
int tile_height = render->tile_height;
VipsRegion *reg = (VipsRegion *) seq;
VipsRect *r = &out->valid;
int x, y;
/* Find top left of tiles we need.
*/
int xs = (r->left / tile_width) * tile_width;
int ys = (r->top / tile_height) * tile_height;
VIPS_DEBUG_MSG( "image_fill: left = %d, top = %d, "
"width = %d, height = %d\n",
r->left, r->top, r->width, r->height );
g_mutex_lock( render->lock );
/*
FIXME ... if r fits inside a single tile, we could skip the
copy.
*/
for( y = ys; y < VIPS_RECT_BOTTOM( r ); y += tile_height )
for( x = xs; x < VIPS_RECT_RIGHT( r ); x += tile_width ) {
VipsRect area;
Tile *tile;
area.left = x;
area.top = y;
area.width = tile_width;
area.height = tile_height;
tile = render_tile_request( render, reg, &area );
if( tile )
tile_copy( tile, out );
else
VIPS_DEBUG_MSG_RED( "image_fill: argh!\n" );
}
g_mutex_unlock( render->lock );
return( 0 );
}
/* The mask image is 255 / 0 for the state of painted for each tile.
*/
static int
mask_fill( VipsRegion *out, void *seq, void *a, void *b, gboolean *stop )
{
Render *render = (Render *) a;
int tile_width = render->tile_width;
int tile_height = render->tile_height;
VipsRect *r = &out->valid;
int x, y;
/* Find top left of tiles we need.
*/
int xs = (r->left / tile_width) * tile_width;
int ys = (r->top / tile_height) * tile_height;
VIPS_DEBUG_MSG( "mask_fill: left = %d, top = %d, "
"width = %d, height = %d\n",
r->left, r->top, r->width, r->height );
g_mutex_lock( render->lock );
for( y = ys; y < VIPS_RECT_BOTTOM( r ); y += tile_height )
for( x = xs; x < VIPS_RECT_RIGHT( r ); x += tile_width ) {
VipsRect area;
Tile *tile;
int value;
area.left = x;
area.top = y;
area.width = tile_width;
area.height = tile_height;
tile = render_tile_lookup( render, &area );
value = (tile &&
tile->painted &&
!tile->region->invalid) ? 255 : 0;
/* Only mark painted tiles containing valid pixels.
*/
vips_region_paint( out, &area, value );
}
g_mutex_unlock( render->lock );
return( 0 );
}
static void
vips_sink_screen_init( void )
{
render_dirty_lock = vips_g_mutex_new();
}
/**
* vips_sink_screen:
* @in: input image
* @out: output image
* @mask: mask image indicating valid pixels
* @tile_width: tile width
* @tile_height: tile height
* @max_tiles: maximum tiles to cache
* @priority: rendering priority
* @notify_fn: pixels are ready notification callback
* @a: client data for callback
*
* This operation renders @in in the background, making pixels available on
* @out as they are calculated. The @notify_fn callback is run every time a new
* set of pixels are available. Calculated pixels are kept in a cache with
* tiles sized @tile_width by @tile_height pixels and with at most @max_tiles
* tiles.
* If @max_tiles is -1, the cache is of unlimited size (up to the maximum image
* size).
* The @mask image is a one-band uchar image and has 255 for pixels which are
* currently in cache and 0 for uncalculated pixels.
*
* Only a single sink is calculated at any one time, though many may be
* alive. Use @priority to indicate which renders are more important:
* zero means normal
* priority, negative numbers are low priority, positive numbers high
* priority.
*
* Calls to vips_region_prepare() on @out return immediately and hold
* whatever is
* currently in cache for that #VipsRect (check @mask to see which parts of the
* #VipsRect are valid). Any pixels in the #VipsRect which are not in
* cache are added
* to a queue, and the @notify_fn callback will trigger when those pixels are
* ready.
*
* The @notify_fn callback is run from one of the background threads. In the
* callback
* you need to somehow send a message to the main thread that the pixels are
* ready. In a glib-based application, this is easily done with g_idle_add().
*
* If @notify_fn is %NULL then vips_sink_screen() runs synchronously.
* vips_region_prepare() on @out will always block until the pixels have been
* calculated.
*
* See also: vips_tilecache(), vips_region_prepare(),
* vips_sink_disc(), vips_sink().
*
* Returns: 0 on sucess, -1 on error.
*/
int
vips_sink_screen( VipsImage *in, VipsImage *out, VipsImage *mask,
int tile_width, int tile_height,
int max_tiles,
int priority,
VipsSinkNotify notify_fn, void *a )
{
static GOnce once = G_ONCE_INIT;
Render *render;
g_once( &once, (GThreadFunc) vips_sink_screen_init, NULL );
if( tile_width <= 0 || tile_height <= 0 ||
max_tiles < -1 ) {
vips_error( "vips_sink_screen", "%s", _( "bad parameters" ) );
return( -1 );
}
if( vips_image_pio_input( in ) ||
vips_image_pipelinev( out,
VIPS_DEMAND_STYLE_SMALLTILE, in, NULL ) )
return( -1 );
if( mask ) {
if( vips_image_pipelinev( mask,
VIPS_DEMAND_STYLE_SMALLTILE, in, NULL ) )
return( -1 );
mask->Bands = 1;
mask->BandFmt = VIPS_FORMAT_UCHAR;
mask->Type = VIPS_INTERPRETATION_B_W;
mask->Coding = VIPS_CODING_NONE;
}
if( !(render = render_new( in, out, mask,
tile_width, tile_height, max_tiles, priority, notify_fn, a )) )
return( -1 );
VIPS_DEBUG_MSG( "vips_sink_screen: max = %d, %p\n", max_tiles, render );
if( vips_image_generate( out,
vips_start_one, image_fill, vips_stop_one, in, render ) )
return( -1 );
if( mask &&
vips_image_generate( mask,
NULL, mask_fill, NULL, render, NULL ) )
return( -1 );
return( 0 );
}
void
vips__print_renders( void )
{
#ifdef VIPS_DEBUG_AMBER
printf( "%d active renders\n", render_num_renders );
#endif /*VIPS_DEBUG_AMBER*/
printf( "%d dirty renders\n", g_slist_length( render_dirty_all ) );
}