stream.cpp
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#include <QReadWriteLock>
#include <QWaitCondition>
#include <QThreadPool>
#include <QSemaphore>
#include <QMap>
#include <opencv/highgui.h>
#include <QtConcurrent>
#include "openbr_internal.h"
#include "openbr/core/common.h"
#include "openbr/core/opencvutils.h"
#include "openbr/core/qtutils.h"
using namespace cv;
namespace br
{
class FrameData
{
public:
int sequenceNumber;
TemplateList data;
};
// A buffer shared between adjacent processing stages in a stream
class SharedBuffer
{
public:
SharedBuffer() {}
virtual ~SharedBuffer() {}
virtual void addItem(FrameData * input)=0;
virtual void reset()=0;
virtual FrameData * tryGetItem()=0;
virtual int size()=0;
};
// for n - 1 boundaries, multiple threads call addItem, the frames are
// sequenced based on FrameData::sequence_number, and calls to getItem
// receive them in that order
class SequencingBuffer : public SharedBuffer
{
public:
SequencingBuffer()
{
next_target = 0;
}
void addItem(FrameData * input)
{
QMutexLocker bufferLock(&bufferGuard);
buffer.insert(input->sequenceNumber, input);
}
FrameData * tryGetItem()
{
QMutexLocker bufferLock(&bufferGuard);
if (buffer.empty() || buffer.begin().key() != this->next_target) {
return NULL;
}
QMap<int, FrameData *>::Iterator result = buffer.begin();
if (next_target != result.value()->sequenceNumber) {
qFatal("mismatched targets!");
}
next_target = next_target + 1;
FrameData * output = result.value();
buffer.erase(result);
return output;
}
virtual int size()
{
QMutexLocker lock(&bufferGuard);
return buffer.size();
}
virtual void reset()
{
if (size() != 0)
qDebug("Sequencing buffer has non-zero size during reset!");
QMutexLocker lock(&bufferGuard);
next_target = 0;
}
private:
QMutex bufferGuard;
int next_target;
QMap<int, FrameData *> buffer;
};
// For 1 - 1 boundaries, a double buffering scheme
// Producer/consumer read/write from separate buffers, and switch if their
// buffer runs out/overflows. Synchronization is handled by a read/write lock
// threads are "reading" if they are adding to/removing from their individual
// buffer, and writing if they access or swap with the other buffer.
class DoubleBuffer : public SharedBuffer
{
public:
DoubleBuffer()
{
inputBuffer = &buffer1;
outputBuffer = &buffer2;
}
int size()
{
QReadLocker readLock(&bufferGuard);
return inputBuffer->size() + outputBuffer->size();
}
// called from the producer thread
void addItem(FrameData * input)
{
QReadLocker readLock(&bufferGuard);
inputBuffer->append(input);
}
FrameData * tryGetItem()
{
QReadLocker readLock(&bufferGuard);
// There is something for us to get
if (!outputBuffer->empty()) {
FrameData * output = outputBuffer->first();
outputBuffer->removeFirst();
return output;
}
// Outputbuffer is empty, try to swap with the input buffer, we need a
// write lock to do that.
readLock.unlock();
QWriteLocker writeLock(&bufferGuard);
// Nothing on the input buffer either?
if (inputBuffer->empty()) {
return NULL;
}
// input buffer is non-empty, so swap the buffers
std::swap(inputBuffer, outputBuffer);
// Return a frame
FrameData * output = outputBuffer->first();
outputBuffer->removeFirst();
return output;
}
virtual void reset()
{
if (this->size() != 0)
qDebug("Shared buffer has non-zero size during reset!");
}
private:
// The read-write lock. The thread adding to this buffer can add
// to the current input buffer if it has a read lock. The thread
// removing from this buffer can remove things from the current
// output buffer if it has a read lock, or swap the buffers if it
// has a write lock.
QReadWriteLock bufferGuard;
// The buffer that is currently being added to
QList<FrameData *> * inputBuffer;
// The buffer that is currently being removed from
QList<FrameData *> * outputBuffer;
// The buffers pointed at by inputBuffer/outputBuffer
QList<FrameData *> buffer1;
QList<FrameData *> buffer2;
};
// Interface for sequentially getting data from some data source.
// Initialized off of a template, can represent a video file (stored in the template's filename)
// or a set of images already loaded into memory stored as multiple matrices in an input template.
class DataSource
{
public:
DataSource(int maxFrames=500)
{
// The sequence number of the last frame
final_frame = -1;
for (int i=0; i < maxFrames;i++)
{
allFrames.addItem(new FrameData());
}
}
virtual ~DataSource()
{
while (true)
{
FrameData * frame = allFrames.tryGetItem();
if (frame == NULL)
break;
delete frame;
}
}
// non-blocking version of getFrame
// Returns a NULL FrameData if too many frames are out, or the
// data source is broken. Sets last_frame to true iff the FrameData
// returned is the last valid frame, and the data source is now broken.
FrameData * tryGetFrame(bool & last_frame)
{
last_frame = false;
if (is_broken) {
return NULL;
}
// Try to get a FrameData from the pool, if we can't it means too many
// frames are already out, and we will return NULL to indicate failure
FrameData * aFrame = allFrames.tryGetItem();
if (aFrame == NULL)
return NULL;
// Try to actually read a frame, if this returns false the data source is broken
bool res = getNext(*aFrame);
// The datasource broke, update final_frame
if (!res)
{
QMutexLocker lock(&last_frame_update);
final_frame = lookAhead.back()->sequenceNumber;
allFrames.addItem(aFrame);
}
else {
lookAhead.push_back(aFrame);
}
// we will return the first frame on the lookAhead buffer
FrameData * rVal = lookAhead.first();
lookAhead.pop_front();
// If this is the last frame, say so
if (rVal->sequenceNumber == final_frame) {
last_frame = true;
is_broken = true;
}
return rVal;
}
// Return a frame to the pool, returns true if the frame returned was the last
// frame issued, false otherwise
bool returnFrame(FrameData * inputFrame)
{
int frameNumber = inputFrame->sequenceNumber;
inputFrame->data.clear();
inputFrame->sequenceNumber = -1;
allFrames.addItem(inputFrame);
bool rval = false;
QMutexLocker lock(&last_frame_update);
if (frameNumber == final_frame) {
// We just received the last frame, better pulse
allReturned = true;
lastReturned.wakeAll();
rval = true;
}
return rval;
}
bool waitLast()
{
QMutexLocker lock(&last_frame_update);
while (!allReturned)
{
// This would be a safer wait if we used a timeout, but
// theoretically that should never matter.
lastReturned.wait(&last_frame_update);
}
return true;
}
bool open(Template & output, int start_index = 0)
{
is_broken = false;
allReturned = false;
// The last frame isn't initialized yet
final_frame = -1;
// Start our sequence numbers from the input index
next_sequence_number = start_index;
// Actually open the data source
bool open_res = concreteOpen(output);
// We couldn't open the data source
if (!open_res) {
is_broken = true;
return false;
}
// Try to get a frame from the global pool
FrameData * firstFrame = allFrames.tryGetItem();
// If this fails, things have gone pretty badly.
if (firstFrame == NULL) {
is_broken = true;
return false;
}
// Read a frame from the video source
bool res = getNext(*firstFrame);
// the data source broke already, we couldn't even get one frame
// from it even though it claimed to have opened successfully.
if (!res) {
is_broken = true;
return false;
}
// We read one frame ahead of the last one returned, this allows
// us to know which frame is the final frame when we return it.
lookAhead.append(firstFrame);
return true;
}
/*
* Pure virtual methods
*/
// isOpen doesn't appear to particularly work when used on opencv
// VideoCaptures, so we don't use it for anything important.
virtual bool isOpen()=0;
// Called from open, open the data source specified by the input
// template, don't worry about setting any of the state variables
// set in open.
virtual bool concreteOpen(Template & output) = 0;
// Get the next frame from the data source, store the results in
// FrameData (including the actual frame and appropriate sequence
// number).
virtual bool getNext(FrameData & input) = 0;
// close the currently open data source.
virtual void close() = 0;
int next_sequence_number;
protected:
DoubleBuffer allFrames;
int final_frame;
bool is_broken;
bool allReturned;
QList<FrameData *> lookAhead;
QWaitCondition lastReturned;
QMutex last_frame_update;
};
// Read a video frame by frame using cv::VideoCapture
class VideoDataSource : public DataSource
{
public:
VideoDataSource(int maxFrames) : DataSource(maxFrames) {}
bool concreteOpen(Template &input)
{
basis = input;
// We can open either files (well actually this includes addresses of ip cameras
// through ffmpeg), or webcams. Webcam VideoCaptures are created through a separate
// overload of open that takes an integer, not a string.
// So, does this look like an integer?
bool is_int = false;
int anInt = input.file.name.toInt(&is_int);
if (is_int)
{
bool rc = video.open(anInt);
if (!rc)
{
qDebug("open failed!");
}
if (!video.isOpened())
{
qDebug("Video not open!");
}
} else {
// Yes, we should specify absolute path:
// http://stackoverflow.com/questions/9396459/loading-a-video-in-opencv-in-python
QString fileName = (Globals->path.isEmpty() ? "" : Globals->path + "/") + input.file.name;
video.open(QFileInfo(fileName).absoluteFilePath().toStdString());
}
return video.isOpened();
}
bool isOpen() { return video.isOpened(); }
void close() {
video.release();
}
private:
bool getNext(FrameData & output)
{
if (!isOpen()) {
qDebug("video source is not open");
return false;
}
output.data.append(Template(basis.file));
output.data.last().m() = cv::Mat();
output.sequenceNumber = next_sequence_number;
next_sequence_number++;
cv::Mat temp;
bool res = video.read(temp);
if (!res) {
// The video capture broke, return false.
output.data.last().m() = cv::Mat();
close();
return false;
}
// This clone is critical, if we don't do it then the matrix will
// be an alias of an internal buffer of the video source, leading
// to various problems later.
output.data.last().m() = temp.clone();
output.data.last().file.set("FrameNumber", output.sequenceNumber);
return true;
}
cv::VideoCapture video;
Template basis;
};
// Given a template as input, return its matrices one by one on subsequent calls
// to getNext
class TemplateDataSource : public DataSource
{
public:
TemplateDataSource(int maxFrames) : DataSource(maxFrames)
{
current_matrix_idx = INT_MAX;
data_ok = false;
}
// To "open" it we just set appropriate indices, we assume that if this
// is an image, it is already loaded into memory.
bool concreteOpen(Template &input)
{
basis = input;
current_matrix_idx = 0;
data_ok = current_matrix_idx < basis.size();
return data_ok;
}
bool isOpen() {
return data_ok;
}
void close()
{
current_matrix_idx = INT_MAX;
basis.clear();
}
private:
bool getNext(FrameData & output)
{
data_ok = current_matrix_idx < basis.size();
if (!data_ok)
return false;
output.data.append(basis[current_matrix_idx]);
current_matrix_idx++;
output.sequenceNumber = next_sequence_number;
next_sequence_number++;
output.data.last().file.set("FrameNumber", output.sequenceNumber);
return true;
}
Template basis;
// Index of the next matrix to output from the template
int current_matrix_idx;
// is current_matrix_idx in bounds?
bool data_ok;
};
// Given a templatelist as input, create appropriate data source for each
// individual template
class DataSourceManager : public DataSource
{
public:
DataSourceManager(int activeFrames=100) : DataSource(activeFrames)
{
actualSource = NULL;
}
~DataSourceManager()
{
close();
}
int size()
{
return this->allFrames.size();
}
void close()
{
if (actualSource) {
actualSource->close();
delete actualSource;
actualSource = NULL;
}
}
// We are used through a call to open(TemplateList)
bool open(TemplateList & input)
{
// Set up variables specific to us
current_template_idx = 0;
templates = input;
// Call datasourece::open on the first template to set up
// state variables
return DataSource::open(templates[current_template_idx]);
}
// Create an actual data source of appropriate type for this template
// (initially called via the call to DataSource::open, called later
// as we run out of frames on our templates).
bool concreteOpen(Template & input)
{
close();
bool open_res = false;
// Input has no matrices? Its probably a video that hasn't been loaded yet
if (input.empty()) {
actualSource = new VideoDataSource(0);
open_res = actualSource->concreteOpen(input);
}
// If the input is not empty, we assume it is a set of frames already
// in memory.
else {
actualSource = new TemplateDataSource(0);
open_res = actualSource->concreteOpen(input);
}
// The data source failed to open
if (!open_res) {
delete actualSource;
actualSource = NULL;
return false;
}
return true;
}
bool isOpen() { return !actualSource ? false : actualSource->isOpen(); }
protected:
// Index of the template in the templatelist we are currently reading from
int current_template_idx;
TemplateList templates;
DataSource * actualSource;
// Get the next frame, if we run out of frames on the current template
// move on to the next one.
bool getNext(FrameData & output)
{
bool res = actualSource->getNext(output);
output.sequenceNumber = next_sequence_number;
// OK we got a frame
if (res) {
// Override the sequence number set by actualSource
output.data.last().file.set("FrameNumber", output.sequenceNumber);
next_sequence_number++;
if (output.data.last().last().empty())
qDebug("broken matrix");
return true;
}
// We didn't get a frame, try to move on to the next template.
while(!res) {
output.data.clear();
current_template_idx++;
// No more templates? We're done
if (current_template_idx >= templates.size())
return false;
// open the next data source
bool open_res = concreteOpen(templates[current_template_idx]);
// We couldn't open it, give up? We could maybe continue here
// but don't currently.
if (!open_res)
return false;
// get a frame from the newly opened data source, if that fails
// we continue to open the next one.
res = actualSource->getNext(output);
}
// Finally, set the sequence number for the frame we actually return.
output.sequenceNumber = next_sequence_number++;
output.data.last().file.set("FrameNumber", output.sequenceNumber);
if (output.data.last().last().empty())
qDebug("broken matrix");
return res;
}
};
class ProcessingStage;
class BasicLoop : public QRunnable, public QFutureInterface<void>
{
public:
BasicLoop()
{
this->reportStarted();
}
void run();
QList<ProcessingStage *> * stages;
int start_idx;
FrameData * startItem;
};
class ProcessingStage
{
public:
friend class StreamTransform;
public:
ProcessingStage(int nThreads = 1)
{
thread_count = nThreads;
}
virtual ~ProcessingStage() {}
virtual FrameData* run(FrameData * input, bool & should_continue)=0;
virtual bool tryAcquireNextStage(FrameData *& input)=0;
int stage_id;
virtual void reset()=0;
virtual void status()=0;
protected:
int thread_count;
SharedBuffer * inputBuffer;
ProcessingStage * nextStage;
QList<ProcessingStage *> * stages;
QThreadPool * threads;
Transform * transform;
};
void BasicLoop::run()
{
int current_idx = start_idx;
FrameData * target_item = startItem;
bool should_continue = true;
forever
{
target_item = stages->at(current_idx)->run(target_item, should_continue);
if (!should_continue) {
break;
}
current_idx++;
current_idx = current_idx % stages->size();
}
this->reportFinished();
}
class MultiThreadStage : public ProcessingStage
{
public:
MultiThreadStage(int _input) : ProcessingStage(_input) {}
// Not much to worry about here, we will project the input
// and try to continue to the next stage.
FrameData * run(FrameData * input, bool & should_continue)
{
if (input == NULL) {
qFatal("null input to multi-thread stage");
}
// Project the input we got
transform->projectUpdate(input->data);
should_continue = nextStage->tryAcquireNextStage(input);
return input;
}
// Called from a different thread than run. Nothing to worry about
// we offer no restrictions on when loops may enter this stage.
virtual bool tryAcquireNextStage(FrameData *& input)
{
(void) input;
return true;
}
void reset()
{
// nothing to do.
}
void status(){
qDebug("multi thread stage %d, nothing to worry about", this->stage_id);
}
};
class SingleThreadStage : public ProcessingStage
{
public:
SingleThreadStage(bool input_variance) : ProcessingStage(1)
{
currentStatus = STOPPING;
next_target = 0;
// If the previous stage is single-threaded, queued inputs
// are stored in a double buffer
if (input_variance) {
this->inputBuffer = new DoubleBuffer();
}
// If it's multi-threaded we need to put the inputs back in order
// before we can use them, so we use a sequencing buffer.
else {
this->inputBuffer = new SequencingBuffer();
}
}
~SingleThreadStage()
{
delete inputBuffer;
}
void reset()
{
QWriteLocker writeLock(&statusLock);
currentStatus = STOPPING;
next_target = 0;
inputBuffer->reset();
}
int next_target;
enum Status
{
STARTING,
STOPPING
};
QReadWriteLock statusLock;
Status currentStatus;
FrameData * run(FrameData * input, bool & should_continue)
{
if (input == NULL)
qFatal("NULL input to stage %d", this->stage_id);
if (input->sequenceNumber != next_target)
{
qFatal("out of order frames for stage %d, got %d expected %d", this->stage_id, input->sequenceNumber, this->next_target);
}
next_target = input->sequenceNumber + 1;
// Project the input we got
transform->projectUpdate(input->data);
should_continue = nextStage->tryAcquireNextStage(input);
// Is there anything on our input buffer? If so we should start a thread with that.
QWriteLocker lock(&statusLock);
FrameData * newItem = inputBuffer->tryGetItem();
if (!newItem)
{
this->currentStatus = STOPPING;
}
lock.unlock();
if (newItem)
startThread(newItem);
return input;
}
void startThread(br::FrameData * newItem)
{
BasicLoop * next = new BasicLoop();
next->stages = stages;
next->start_idx = this->stage_id;
next->startItem = newItem;
// We start threads with priority equal to their stage id
// This is intended to ensure progression, we do queued late stage
// jobs before queued early stage jobs, and so tend to finish frames
// rather than go stage by stage. In Qt 5.1, priorities are priorities
// so we use the stage_id directly.
this->threads->start(next, stage_id);
}
// Calledfrom a different thread than run.
bool tryAcquireNextStage(FrameData *& input)
{
inputBuffer->addItem(input);
QReadLocker lock(&statusLock);
// Thread is already running, we should just return
if (currentStatus == STARTING)
{
return false;
}
// Have to change to a write lock to modify currentStatus
lock.unlock();
QWriteLocker writeLock(&statusLock);
// But someone else might have started a thread in the meantime
if (currentStatus == STARTING)
{
return false;
}
// Ok we might start a thread, as long as we can get something back
// from the input buffer
input = inputBuffer->tryGetItem();
if (!input)
return false;
currentStatus = STARTING;
return true;
}
void status(){
qDebug("single thread stage %d, status starting? %d, next %d buffer size %d", this->stage_id, this->currentStatus == SingleThreadStage::STARTING, this->next_target, this->inputBuffer->size());
}
};
// This stage reads new frames from the data source.
class FirstStage : public SingleThreadStage
{
public:
FirstStage(int activeFrames = 100) : SingleThreadStage(true), dataSource(activeFrames){ }
DataSourceManager dataSource;
void reset()
{
dataSource.close();
SingleThreadStage::reset();
}
FrameData * run(FrameData * input, bool & should_continue)
{
if (input == NULL)
qFatal("NULL frame in input stage");
// Can we enter the next stage?
should_continue = nextStage->tryAcquireNextStage(input);
// Try to get a frame from the datasource, we keep working on
// the frame we have, but we will queue another job for the next
// frame if a frame is currently available.
QWriteLocker lock(&statusLock);
bool last_frame = false;
FrameData * newFrame = dataSource.tryGetFrame(last_frame);
// Were we able to get a frame?
if (newFrame) startThread(newFrame);
// If not this stage will enter a stopped state.
else {
currentStatus = STOPPING;
}
lock.unlock();
return input;
}
// The last stage, trying to access the first stage
bool tryAcquireNextStage(FrameData *& input)
{
// Return the frame, was it the last one?
bool was_last = dataSource.returnFrame(input);
input = NULL;
// OK we won't continue.
if (was_last) {
return false;
}
QReadLocker lock(&statusLock);
// If the first stage is already active we will just end.
if (currentStatus == STARTING)
{
return false;
}
// Otherwise we will try to continue, but to do so we have to
// escalate the lock, and sadly there is no way to do so without
// releasing the read-mode lock, and getting a new write-mode lock.
lock.unlock();
QWriteLocker writeLock(&statusLock);
// currentStatus might have changed in the gap between releasing the read
// lock and getting the write lock.
if (currentStatus == STARTING)
{
return false;
}
bool last_frame = false;
// Try to get a frame from the data source, if we get one we will
// continue to the first stage.
input = dataSource.tryGetFrame(last_frame);
if (!input) {
return false;
}
currentStatus = STARTING;
return true;
}
void status(){
qDebug("Read stage %d, status starting? %d, next frame %d buffer size %d", this->stage_id, this->currentStatus == SingleThreadStage::STARTING, this->next_target, this->dataSource.size());
}
};
// Appened to the end of a Stream's transform sequence. Collects the output
// from each frame on a single templatelist
class LastStage : public SingleThreadStage
{
public:
LastStage(bool _prev_stage_variance) : SingleThreadStage(_prev_stage_variance) {}
TemplateList getOutput()
{
return collectedOutput;
}
private:
TemplateList collectedOutput;
public:
void reset()
{
collectedOutput.clear();
SingleThreadStage::reset();
}
FrameData * run(FrameData * input, bool & should_continue)
{
if (input == NULL) {
qFatal("NULL input to stage %d", this->stage_id);
}
if (input->sequenceNumber != next_target)
{
qFatal("out of order frames for stage %d, got %d expected %d", this->stage_id, input->sequenceNumber, this->next_target);
}
next_target = input->sequenceNumber + 1;
// add the item to our output buffer
collectedOutput.append(input->data);
// Can we enter the read stage?
should_continue = nextStage->tryAcquireNextStage(input);
// Is there anything on our input buffer? If so we should start a thread
// in this stage to process that frame.
QWriteLocker lock(&statusLock);
FrameData * newItem = inputBuffer->tryGetItem();
if (!newItem)
{
this->currentStatus = STOPPING;
}
lock.unlock();
if (newItem)
startThread(newItem);
return input;
}
void status(){
qDebug("Collection stage %d, status starting? %d, next %d buffer size %d", this->stage_id, this->currentStatus == SingleThreadStage::STARTING, this->next_target, this->inputBuffer->size());
}
};
class StreamTransform : public CompositeTransform
{
Q_OBJECT
public:
Q_PROPERTY(int activeFrames READ get_activeFrames WRITE set_activeFrames RESET reset_activeFrames)
BR_PROPERTY(int, activeFrames, 100)
void train(const TemplateList & data)
{
foreach(Transform * transform, transforms) {
transform->train(data);
}
}
bool timeVarying() const { return true; }
void project(const Template &src, Template &dst) const
{
(void) src; (void) dst;
qFatal("nope");
}
void projectUpdate(const Template &src, Template &dst)
{
(void) src; (void) dst;
qFatal("whatever");
}
// start processing, consider all templates in src a continuous
// 'video'
void projectUpdate(const TemplateList & src, TemplateList & dst)
{
dst = src;
bool res = readStage->dataSource.open(dst);
if (!res) return;
// Start the first thread in the stream.
QWriteLocker lock(&readStage->statusLock);
readStage->currentStatus = SingleThreadStage::STARTING;
// We have to get a frame before starting the thread
bool last_frame = false;
FrameData * firstFrame = readStage->dataSource.tryGetFrame(last_frame);
if (firstFrame == NULL)
qFatal("Failed to read first frame of video");
readStage->startThread(firstFrame);
lock.unlock();
// Wait for the stream to process the last frame available from
// the data source.
bool wait_res = false;
wait_res = readStage->dataSource.waitLast();
// Now that there are no more incoming frames, call finalize
// on each transform in turn to collect any last templates
// they wish to issue.
TemplateList final_output;
// Push finalize through the stages
for (int i=0; i < this->transforms.size(); i++)
{
TemplateList output_set;
transforms[i]->finalize(output_set);
for (int j=i+1; j < transforms.size();j++)
{
transforms[j]->projectUpdate(output_set);
}
final_output.append(output_set);
}
// dst is set to all output received by the final stage, along
// with anything output via the calls to finalize.
dst = collectionStage->getOutput();
dst.append(final_output);
foreach(ProcessingStage * stage, processingStages) {
stage->reset();
}
}
virtual void finalize(TemplateList & output)
{
(void) output;
// Nothing in particular to do here, stream calls finalize
// on all child transforms as part of projectUpdate
}
// Create and link stages
void init()
{
if (transforms.isEmpty()) return;
// call CompositeTransform::init so that trainable is set
// correctly.
CompositeTransform::init();
// We share a thread pool across streams attached to the same
// parent tranform, retrieve or create a thread pool based
// on our parent transform.
QMutexLocker poolLock(&poolsAccess);
QHash<QObject *, QThreadPool *>::Iterator it;
if (!pools.contains(this->parent())) {
it = pools.insert(this->parent(), new QThreadPool(this));
it.value()->setMaxThreadCount(Globals->parallelism);
}
else it = pools.find(this->parent());
threads = it.value();
poolLock.unlock();
// Are our children time varying or not? This decides whether
// we run them in single threaded or multi threaded stages
stage_variance.reserve(transforms.size());
foreach (const br::Transform *transform, transforms) {
stage_variance.append(transform->timeVarying());
}
// Additionally, we have a separate stage responsible for reading
// frames from the data source
readStage = new FirstStage(activeFrames);
processingStages.push_back(readStage);
readStage->stage_id = 0;
readStage->stages = &this->processingStages;
readStage->threads = this->threads;
// Initialize and link a processing stage for each of our child
// transforms.
int next_stage_id = 1;
bool prev_stage_variance = true;
for (int i =0; i < transforms.size(); i++)
{
if (stage_variance[i])
// Whether or not the previous stage is multi-threaded controls
// the type of input buffer we need in a single threaded stage.
processingStages.append(new SingleThreadStage(prev_stage_variance));
else
processingStages.append(new MultiThreadStage(Globals->parallelism));
processingStages.last()->stage_id = next_stage_id++;
// link nextStage pointers, the stage we just appeneded is i+1 since
// the read stage was added before this loop
processingStages[i]->nextStage = processingStages[i+1];
processingStages.last()->stages = &this->processingStages;
processingStages.last()->threads = this->threads;
processingStages.last()->transform = transforms[i];
prev_stage_variance = stage_variance[i];
}
// We also have the last stage, which just puts the output of the
// previous stages on a template list.
collectionStage = new LastStage(prev_stage_variance);
processingStages.append(collectionStage);
collectionStage->stage_id = next_stage_id;
collectionStage->stages = &this->processingStages;
collectionStage->threads = this->threads;
// the last transform stage points to collection stage
processingStages[processingStages.size() - 2]->nextStage = collectionStage;
// And the collection stage points to the read stage, because this is
// a ring buffer.
collectionStage->nextStage = readStage;
}
~StreamTransform()
{
// Delete all the stages
for (int i = 0; i < processingStages.size(); i++) {
delete processingStages[i];
}
}
protected:
QList<bool> stage_variance;
FirstStage * readStage;
LastStage * collectionStage;
QList<ProcessingStage *> processingStages;
// This is a map from parent transforms (of Streams) to thread pools. Rather
// than starting threads on the global thread pool, Stream uses separate thread pools
// keyed on their parent transform. This is necessary because stream's project starts
// threads, then enters an indefinite wait for them to finish. Since we are starting
// threads using thread pools, threads themselves are a limited resource. Therefore,
// the type of hold and wait done by stream project can lead to deadlock unless
// resources are ordered in such a way that a circular wait will not occur. The points
// of this hash is to introduce a resource ordering (on threads) that mirrors the structure
// of the algorithm. So, as long as the structure of the algorithm is a DAG, the wait done
// by stream project will not be circular, since every thread in stream project is waiting
// for threads at a lower level to do the work.
// This issue doesn't come up in distribute, since a thread waiting on a QFutureSynchronizer
// will steal work from those jobs, so in that sense distribute isn't doing a hold and wait.
// Waiting for a QFutureSynchronzier isn't really possible here since stream runs an indeteriminate
// number of jobs.
static QHash<QObject *, QThreadPool *> pools;
static QMutex poolsAccess;
QThreadPool * threads;
void _project(const Template &src, Template &dst) const
{
(void) src; (void) dst;
qFatal("nope");
}
void _project(const TemplateList & src, TemplateList & dst) const
{
(void) src; (void) dst;
qFatal("nope");
}
};
QHash<QObject *, QThreadPool *> StreamTransform::pools;
QMutex StreamTransform::poolsAccess;
BR_REGISTER(Transform, StreamTransform)
} // namespace br
#include "stream.moc"