lumiera_/src/proc/engine/job-planning.hpp

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/*
JOB-PLANNING.hpp - steps to prepare and build render jobs
Copyright (C) Lumiera.org
2012, 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.
*/
#ifndef PROC_ENGINE_JOB_PLANNING_H
#define PROC_ENGINE_JOB_PLANNING_H
#include "proc/common.hpp"
//#include "proc/state.hpp"
#include "proc/engine/job.hpp"
#include "proc/engine/job-ticket.hpp"
//#include "proc/engine/time-anchor.hpp"
#include "proc/engine/frame-coord.hpp"
//#include "lib/time/timevalue.hpp"
//#include "lib/time/timequant.hpp"
//#include "lib/meta/function.hpp"
#include "lib/iter-adapter.hpp"
#include "lib/iter-explorer.hpp"
//#include "lib/linked-elements.hpp"
#include "lib/util.hpp"
//#include <boost/noncopyable.hpp>
namespace proc {
namespace engine {
namespace error = lumiera::error;
//using lib::time::TimeSpan;
//using lib::time::Duration;
//using lib::time::FSecs;
//using lib::time::Time;
//using lib::LinkedElements;
using util::isnil;
using util::unConst;
//
//class ExitNode;
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/**
* View on the execution planning for a single calculation step.
* When this view-frontend becomes accessible, behind the scenes all
* the necessary information has be pulled and collected from the
* low-level model and the relevant rendering/playback configuration.
* Typically, clients will materialise this planning into a Job (descriptor)
* ready to be entered into the scheduler.
*
* JobPlanning is indeed a view; the represented planning information is not
* persisted (other then in the job to be created). The implementation draws
* on a recursive exploration of the corresponding JobTicket, which acts as
* a general blueprint for creating jobs within this segment of the timeline.
*
* @remarks on the implementation level, JobPlanning is used as "state core"
* for a PlanningState iterator, to visit and plan subsequently all
* the individual operations necessary to render a timeline chunk.
*/
class JobPlanning
{
JobTicket::ExplorationState plannedOperations_;
FrameCoord point_to_calculate_;
public:
/** by default create the bottom element of job planning,
* which happens to to plan no job at all. It is represented
* using an inactive state core (default constructed)
*/
JobPlanning()
{ }
/** further job planning can be initiated by continuing off a given previous planning state.
* This is how the forks are created, expanding into a multitude of prerequisites for
* the job in question.
*/
JobPlanning (JobTicket::ExplorationState const& startingPoint, FrameCoord requestedFrame)
: plannedOperations_(startingPoint)
, point_to_calculate_(requestedFrame)
{ }
// using the standard copy operations
/** cast and explicate this job planning information
* to create a frame job descriptor, ready to be scheduled
*/
operator Job()
{
if (isnil (plannedOperations_))
throw error::Logic("Attempt to plan a frame-Job based on a missing, "
"unspecified, exhausted or superseded job description"
,error::LUMIERA_ERROR_BOTTOM_VALUE);
return plannedOperations_->createJobFor (point_to_calculate_);
}
/** build a new JobPlanning object,
* set to explore the prerequisites
* at the given planning situation
*/
JobPlanning
discoverPrerequisites() const
{
if (isnil (plannedOperations_))
return JobPlanning();
else
return JobPlanning (plannedOperations_->discoverPrerequisites (point_to_calculate_.channelNr)
,this->point_to_calculate_);
}
/** integrate another chain of prerequisites into the current evaluation line.
* Further evaluation will start to visit prerequisites from the new starting point,
* and return to the current evaluation chain later on exhaustion of the side chain.
* Especially in case the current evaluation is empty or already exhausted, the
* new starting point effectively replaces the current evaluation point */
friend void
integrate (JobPlanning const& newStartingPoint, JobPlanning& existingPlan)
{
if (isnil (existingPlan.plannedOperations_))
{ // current evaluation is exhausted: switch to new starting point
existingPlan.point_to_calculate_ = newStartingPoint.point_to_calculate_;
}
existingPlan.plannedOperations_.push (newStartingPoint.plannedOperations_);
}
/* === Iteration control API for IterStateWrapper== */
friend bool
checkPoint (JobPlanning const& plan)
{
return !isnil (plan.plannedOperations_);
}
friend JobPlanning&
yield (JobPlanning const& plan)
{
REQUIRE (checkPoint (plan));
return unConst(plan);
}
friend void
iterNext (JobPlanning & plan)
{
plan.plannedOperations_.pullNext();
}
};
class PlanningState
: public lib::IterStateWrapper<JobPlanning>
{
typedef lib::IterStateWrapper<JobPlanning> _Iter;
public:
/** inactive evaluation */
PlanningState()
: _Iter()
{ }
explicit
PlanningState (JobPlanning const& startingPoint)
: _Iter(startingPoint) // note: invoking copy ctor on state core
{ }
// using the standard copy operations
/* === API for JobPlanningSequence to expand the tree of prerequisites === */
/** attach and integrate the given planning details into this planning state.
* Actually the evaluation proceeds depth-first with the other state,
* returning later on to the current position for further evaluation */
PlanningState &
wrapping (JobPlanning const& startingPoint)
{
integrate (startingPoint, this->stateCore());
return *this;
}
PlanningState &
usingSequence (PlanningState const& prerequisites)
{
if (isnil (prerequisites))
return *this;
else
return this->wrapping(*prerequisites);
// explanation: PlanningState represents a sequence of successive planning points.
// actually this is implemented by switching an embedded JobPlanning element
// through a sequence of states. Thus the initial state of an investigation
// (which is a JobPlanning) can stand-in for the sequence of prerequisites
}
/** Extension point to be picked up by ADL.
* Provides access for the JobPlanningSequence
* for combining and expanding partial results.
*/
friend PlanningState&
build (PlanningState& attachmentPoint)
{
return attachmentPoint;
}
};
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/** this is the core operation to drive planning ahead:
* discover the prerequisites of some operation -- here
* "prerequisites" are those operations to be performed
* within separate Jobs beforehand.
* @note this function is intended to be flat-mapped (">>=")
* onto a tree-like monad representing the evaluation process.
*/
inline PlanningState
expandPrerequisites (JobPlanning const& calculationStep)
{
PlanningState newSubEvaluation(
calculationStep.discoverPrerequisites());
return newSubEvaluation;
}
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/**
* Abstraction: a Facility to establish frame coordinates
* and identify and access the execution plan for this frame.
* @see Dispatcher the service interface actually used
*/
class FrameLocator
: public FrameSequencer
{
public:
JobTicket&
getJobTicketFor (FrameCoord location)
{
return accessJobTicket (location.modelPort, location.absoluteNominalTime);
}
protected:
virtual JobTicket& accessJobTicket (ModelPort, TimeValue nominalTime) =0;
};
/**
* Generate a sequence of starting points for Job planning,
* based on the underlying frame grid. This sequence will be
* used to seed a JobPlanningSequence for generating a chunk
* of frame render jobs within a given CalcStream in the player.
* Evaluation of that seed will then expand each starting point,
* until all prerequisites for those frames are discovered,
* resulting in a sequence of Jobs ready to be handed over
* to the scheduler for time-bound activation.
*/
class PlanningStepGenerator
{
FrameLocator* locationGenerator_;
FrameCoord currentLocation_;
//////////////////////////////////////////TODO duplicated storage of a FrameCoord record
//////////////////////////////////////////TODO nextEvaluation_ is only needed to initialise the "current" sequence
//////////////////////////////////////////TODO within the RecursiveSelfIntegration strategy. Maybe this storage could be collapsed?
mutable JobPlanning nextEvaluation_;
JobPlanning&
use_current_location_as_planning_start()
{
JobTicket& processingPlan = locationGenerator_->getJobTicketFor (currentLocation_);
nextEvaluation_ = JobPlanning(processingPlan.startExploration()
,currentLocation_);
return nextEvaluation_;
}
public:
typedef JobPlanning value_type;
typedef JobPlanning& reference;
typedef JobPlanning * pointer;
PlanningStepGenerator(FrameCoord startPoint, FrameLocator& locator)
: locationGenerator_(&locator)
, currentLocation_(startPoint)
{ }
// default copyable
/* === Iteration control API for IterStateWrapper== */
friend bool
checkPoint (PlanningStepGenerator const& gen)
{
UNIMPLEMENTED ("determine planing chunk size"); /// return bool(seq.feed());
}
friend JobPlanning&
yield (PlanningStepGenerator const& gen)
{
return unConst(gen).use_current_location_as_planning_start();
}
friend void
iterNext (PlanningStepGenerator & gen)
{
gen.currentLocation_ = gen.locationGenerator_->getNextFrame (gen.currentLocation_);
}
};
typedef PlanningState (*SIG_expandPrerequisites) (JobPlanning const&);
typedef lib::IterExplorer<PlanningStepGenerator
,lib::iter_explorer::RecursiveSelfIntegration> JobPlanningChunkStartPoint;
typedef JobPlanningChunkStartPoint::FlatMapped<SIG_expandPrerequisites>::Type ExpandedPlanningSequence;
/**
* This iterator represents a pipeline to pull planned jobs from.
* For dispatching individual frame jobs for rendering, this pipeline is
* generated and internally wired such as to interpret the render node definitions.
*
* \par Explanation of the structure
*
* The JobPlanningSequence is constructed from several nested layers of functionality
* - for the client, it is an iterator, exposing a sequence of JobPlanning elements
* - a JobPlanning element allows to add a frame render job to the scheduler
* - actually such an element can even be \em converted directly into a Job (descriptor)
* - the sequence of such JobPlanning elements (that is, the iterator) is called a PlanningState,
* since evaluating this iterator effectively drives the process of job planning ahead
* - this planning process is \em implemented as a recursive evaluation and exploration of
* a tree of prerequisites; these prerequisites are defined in the JobTicket datastructure
* - there is an underlying grid of evaluation starting points, each corresponding to a
* single frame. Typically, each frame generates at least two jobs, one for fetching
* data, and one for the actual calculations. Depending on the actual render network,
* a lot of additional jobs might be necessary
* - this basic frame grid is generated by the PlanningStepGenerator, which is
* effectively backed by the Dispatcher and thus the render node model.
*
*
* @todo 6/12 WIP-WIP-WIP how to prepare jobs for scheduling
*/
class JobPlanningSequence
: public ExpandedPlanningSequence
{
public:
JobPlanningSequence(engine::FrameCoord startPoint, FrameLocator& locator)
: ExpandedPlanningSequence(
JobPlanningChunkStartPoint(
PlanningStepGenerator(startPoint,locator))
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>>= expandPrerequisites) // "flat map" (monad operation)
{ }
};
}} // namespace proc::engine
#endif