lumiera_/src/proc/engine/buffhandle.hpp

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/*
BUFFHANDLE.hpp - Buffer handling support for the render engine
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/** @file procnode.hpp
** Interface to the processing nodes and the render nodes network.
**
** Actually, there are three different interfaces to consider
** - the ProcNode#pull is the invocation interface. It is call-style (easily callable by C)
** - the builder interface, comprised by the NodeFactory and the WiringFactory. It's C++ (using templates)
** - the actual processing function is supposed to be a C function; it uses a set of C functions
** for accessing the frame buffers with the data to be processed.
**
** By using the builder interface, concrete node and wiring descriptor classes are created,
** based on some templates. These concrete classes form the "glue" to tie the node network
** together and contain much of the operation beahviour in a hard wired fashion.
**
** @see nodefactory.hpp
** @see operationpoint.hpp
*/
#ifndef ENGINE_BUFFHANDLE_H
#define ENGINE_BUFFHANDLE_H
//#include "proc/mobject/parameter.hpp"
//#include <vector>
namespace engine {
// using std::vector;
/**
* Handle for a buffer for processing data, abstracting away the actual implementation.
* The real buffer pointer can be retrieved by dereferencing this smart-handle class.
*/
struct BuffHandle
{
typedef float Buff;
typedef Buff* PBuff;//////TODO define the Buffer type(s)
PBuff
operator->() const
{
return pBuffer_;
}
Buff&
operator* () const
{
ENSURE (pBuffer_);
return *pBuffer_;
}
protected:
PBuff pBuffer_;
long sourceID_;
};
/**
* Buffer Type information.
* Given a BufferDescriptor, it is possible to allocate a buffer
* of suitable size and type by using State::allocateBuffer().
*/
struct BufferDescriptor
{
char typeID_; ///////TODO define the Buffer type(s)
};
/**
* Tables of buffer handles and corresponding dereferenced buffer pointers.
* Used within the invocation of a processing node to calculate data.
* The tables are further differentiated into input data buffers and output
* data buffers. The tables are supposed to be implemented as bare "C" arrays,
* thus the array of real buffer pointers can be fed directly to any processing
* function
*/
struct BuffTable
{
BuffHandle *const outHandle;
BuffHandle *const inHandle;
BuffHandle::PBuff *const outBuff;
BuffHandle::PBuff *const inBuff;
};
} // namespace engine
#endif