lumiera_/src/steam/engine/nodeinvocation.hpp

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/*
NODEINVOCATION.hpp - Organise the invocation state within a single pull() call
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Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
2010-12-17 23:28:49 +01:00
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
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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.
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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.
2010-12-17 23:28:49 +01:00
*/
/** @file nodeinvocation.hpp
** Organise the state related to the invocation of s single ProcNode::pull() call
** This header defines part of the "glue" which holds together the render node network
** and enables to pull result frames from the nodes. Doing so requires some invocation
** local state to be maintained, especially a table of buffers used to carry out the
** calculations. Further, getting the input buffers filled requires to issue recursive
** \c pull() calls, which on the whole creates a stack-like assembly of local invocation
** state.
** The actual steps to be carried out for a \c pull() call are dependent on the configuration
** of the node to pull. Each node has been preconfigured by the builder with a Connectivity
** descriptor and a concrete type of a StateAdapter. The actual sequence of steps is defined
** in the header nodeoperation.hpp out of a set of basic operation steps. These steps all use
** the passed in Invocation object (a sub-interface of StateAdapter) to access the various
** aspects of the invocation state.
**
** # composition of the Invocation State
**
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter
** instance directly on the stack, managing the actual buffer pointers and state references. Using this
** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual
** StateAdapter types are built as implementing the engine::StateClosure interface.
**
** @todo relies still on an [obsoleted implementation draft](\ref bufftable-obsolete.hpp)
** @see engine::ProcNode
** @see engine::StateProxy
** @see engine::FeedManifold
** @see nodewiring.hpp interface for building/wiring the nodes
**
*/
#ifndef ENGINE_NODEINVOCATION_H
#define ENGINE_NODEINVOCATION_H
//#include "steam/engine/proc-node.hpp" ///////////////////////////////TODO clarify if required further on
#include "steam/engine/connectivity-obsolete.hpp"
#include "steam/engine/state-closure-obsolete.hpp"
#include "steam/engine/channel-descriptor.hpp"
#include "steam/engine/feed-manifold-obsolete.hpp"
namespace steam {
namespace engine {
/**
* Adapter to shield the ProcNode from the actual buffer management,
* allowing the processing function within ProcNode to use logical
* buffer IDs. StateAdapter is created on the stack for each pull()
* call, using setup/wiring data preconfigured by the builder.
* Its job is to provide the actual implementation of the Cache
* push / fetch and recursive downcall to render the source frames.
*/
class StateAdapter
: public StateClosure_OBSOLETE
{
protected:
StateClosure_OBSOLETE& parent_;
StateClosure_OBSOLETE& current_;
StateAdapter (StateClosure_OBSOLETE& callingProcess)
: parent_ (callingProcess),
current_(callingProcess.getCurrentImplementation())
{ }
virtual StateClosure_OBSOLETE& getCurrentImplementation () { return current_; }
public: /* === proxying the StateClosure interface === */
virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); }
virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); }
virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); }
virtual BuffTableStorage& getBuffTableStorage() { return current_.getBuffTableStorage(); }
// note: allocateBuffer() is chosen specifically based on the actual node wiring
};
/**
* Invocation context state.
* A ref to this type is carried through the chain of NEXT::step() functions
* which form the actual invocation sequence. The various operations in this sequence
* access the context via the references in this struct, while also using the inherited
* public State interface. The object instance actually used as Invocation is created
* on the stack and parametrised according to the necessities of the invocation sequence
* actually configured. Initially, this real instance is configured without FeedManifold,
* because the invocation may be short-circuited due to Cache hit. Otherwise, when
* the invocation sequence actually prepares to call the process function of this
* ProcNode, a buffer table chunk is allocated by the StateProxy and wired in.
*/
struct Invocation
: StateAdapter
{
Connectivity const& wiring;
const uint outNr;
FeedManifold* feedManifold;
protected:
/** creates a new invocation context state, without FeedManifold */
Invocation (StateClosure_OBSOLETE& callingProcess, Connectivity const& w, uint o)
: StateAdapter(callingProcess),
wiring(w), outNr(o),
feedManifold(0)
{ }
public:
uint nrO() const { return wiring.nrO; }
uint nrI() const { return wiring.nrI; }
uint buffTabSize() const { return nrO()+nrI(); }
/** setup the link to an externally allocated buffer table */
void setBuffTab (FeedManifold* b) { this->feedManifold = b; }
bool
buffTab_isConsistent ()
{
return (feedManifold)
&& (0 < buffTabSize())
&& (nrO()+nrI() <= buffTabSize())
&& (feedManifold->inBuff == &feedManifold->outBuff[nrO()] )
&& (feedManifold->inHandle == &feedManifold->outHandle[nrO()])
;
}
public:
/** specialised version filling in the additional information, i.e
* the concrete node id and the channel number in question */
virtual FrameID const&
genFrameID ()
{
return current_.genFrameID(wiring.nodeID, outNr);
}
virtual FrameID const&
genFrameID (NodeID const& nID, uint chanNo)
{
return current_.genFrameID (nID,chanNo);
}
};
////////////TICKET #249 this strategy should better be hidden within the BuffHandle ctor (and type-erased after creation)
struct AllocBufferFromParent ///< using the parent StateAdapter for buffer allocations
: Invocation
{
AllocBufferFromParent (StateClosure_OBSOLETE& sta, Connectivity const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (const lumiera::StreamType* ty) { return parent_.allocateBuffer(ty); } ////////////TODO: actually implement the "allocate from parent" logic!
};
struct AllocBufferFromCache ///< using the global current StateClosure, which will delegate to Cache
: Invocation
{
AllocBufferFromCache (StateClosure_OBSOLETE& sta, Connectivity const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (const lumiera::StreamType* ty) { return current_.allocateBuffer(ty); }
};
/**
* The real invocation context state implementation. It is created
* by the NodeWiring (Connectivity) of the processing node which
* is pulled by this invocation, hereby using the internal configuration
* information to guide the selection of the real call sequence
*
* \par assembling the call sequence implementation
* Each ProcNode#pull() call creates such a StateAdapter subclass on the stack,
* with a concrete type according to the Connectivity of the node to pull.
* This concrete type encodes a calculation Strategy, which is assembled
* as a chain of policy templates on top of OperationBase. For each of the
* possible configurations we define such a chain (see bottom of nodeoperation.hpp).
* The WiringFactory defined in nodewiring.cpp actually drives the instantiation
* of all those possible combinations.
*/
template<class Strategy, class BufferProvider>
class ActualInvocationProcess
: public BufferProvider
, private Strategy
{
public:
ActualInvocationProcess (StateClosure_OBSOLETE& callingProcess, Connectivity const& w, const uint outCh)
: BufferProvider(callingProcess, w, outCh)
{ }
/** contains the details of Cache query and recursive calls
* to the predecessor node(s), eventually followed by the
* ProcNode::process() callback
*/
BuffHandle retrieve ()
{
return Strategy::step (*this);
}
};
}} // namespace steam::engine
#endif