/* BUFFHANDLE.hpp - Buffer handling support for the render engine Copyright (C) Lumiera.org 2008, Hermann Vosseler 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 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