...this is a surprisingly tricky issue, since it undercuts the generic and recursive implementation of buffer handling; fortunately I've foreseen such demands may arise down the road and I've reserved an »Local Key« (now renamed into `LocalTag`), whose meaning is implementation defined and interpreted by the specific `BufferProvider`
173 lines
6.1 KiB
C++
173 lines
6.1 KiB
C++
/*
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BUFFER-PROVIDER.hpp - Abstraction for Buffer management during playback/render
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Copyright (C) Lumiera.org
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2011, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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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
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file buffer-provider.hpp
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** Abstraction to represent buffer management and lifecycle within the render engine.
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** It turns out that -- throughout the render engine implementation -- we never need
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** direct access to the buffers holding media data. Buffers are just some entity to be \em managed,
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** i.e. "allocated", "locked" and "released"; the actual meaning of these operations is an implementation detail.
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** The code within the render engine just pushes around BufferHandle objects, which act as a front-end,
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** being created by and linked to a BufferProvider implementation. There is no need to manage the lifecycle
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** of buffers automatically, because the use of buffers is embedded into the render calculation cycle,
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** which follows a rather strict protocol anyway. Relying on the capabilities of the scheduler,
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** the sequence of individual jobs in the engine ensures...
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** - that the availability of a buffer was ensured prior to planning a job ("buffer allocation")
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** - that a buffer handle was obtained ("locked") prior to any operation requiring a buffer
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** - that buffers are marked as free ("released") after doing the actual calculations.
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**
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** @see state.hpp
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** @see output-slot.hpp
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*/
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#ifndef STEAM_ENGINE_BUFFR_PROVIDER_H
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#define STEAM_ENGINE_BUFFR_PROVIDER_H
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#include "lib/error.hpp"
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#include "lib/symbol.hpp"
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#include "lib/hash-value.h"
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#include "steam/engine/buffhandle.hpp"
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#include "steam/engine/type-handler.hpp"
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#include "steam/engine/buffer-local-key.hpp"
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#include "lib/nocopy.hpp"
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#include <utility>
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#include <memory>
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namespace steam {
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namespace engine {
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using lib::Literal;
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using std::unique_ptr;
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using std::forward;
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class BufferMetadata;
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LUMIERA_ERROR_DECLARE (BUFFER_MANAGEMENT); ///< Problem providing working buffers
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/**
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* Interface: a facility providing and managing working buffers for media calculations.
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* The pointer to actual buffer storage can be retrieved by
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* - optionally announcing the required buffer(s) beforehand
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* - "locking" a buffer to yield a buffer handle
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* - then dereferencing the obtained smart-handle
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*
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* @warning all of BufferProvider is assumed to run within a threadsafe environment.
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*
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* @todo as of 6/2011 buffer management within the engine is still a bit vague
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* @todo as of 11/11 thread safety within the engine remains to be clarified ///////////////////////////TICKET #854
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*/
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class BufferProvider
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: util::NonCopyable
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{
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unique_ptr<BufferMetadata> meta_;
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protected: /* === for Implementation by concrete providers === */
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BufferProvider (Literal implementationID);
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virtual uint prepareBuffers (uint count, HashVal typeID) =0;
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virtual BuffHandle provideLockedBuffer (HashVal typeID) =0;
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virtual void mark_emitted (HashVal typeID, LocalTag const&) =0;
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virtual void detachBuffer (HashVal typeID, LocalTag const&) =0;
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public:
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virtual ~BufferProvider(); ///< this is an ABC
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uint announce (uint count, BuffDescr const&);
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BuffHandle lockBuffer (BuffDescr const&);
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void emitBuffer (BuffHandle const&);
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void releaseBuffer (BuffHandle const&);
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template<typename BU, typename...ARGS>
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BuffHandle lockBufferFor (ARGS ...args);
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/** allow for attaching and owing an object within an already created buffer */
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void attachTypeHandler (BuffHandle const& target, BuffDescr const& reference);
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void emergencyCleanup (BuffHandle const& target, bool invokeDtor =false);
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/** describe the kind of buffer managed by this provider */
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BuffDescr getDescriptorFor(size_t storageSize=0);
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BuffDescr getDescriptorFor(size_t storageSize, TypeHandler specialTreatment);
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template<typename BU, typename...ARGS>
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BuffDescr getDescriptor (ARGS ...args);
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/* === API for BuffHandle internal access === */
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bool verifyValidity (BuffDescr const&) const;
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size_t getBufferSize (HashVal typeID) const;
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protected:
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BuffHandle buildHandle (HashVal typeID, void* storage, LocalTag const& =LocalTag::UNKNOWN);
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bool was_created_by_this_provider (BuffDescr const&) const;
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};
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/* === Implementation === */
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/** convenience shortcut:
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* prepare and claim ("lock") a buffer suitable
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* to hold an object of the given type.
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* @return a handle embedding a suitably configured
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* buffer descriptor. The corresponding buffer
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* has been allocated and marked for exclusive use
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*/
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template<typename BU, typename...ARGS>
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BuffHandle
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BufferProvider::lockBufferFor (ARGS ...args)
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{
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BuffDescr attach_object_automatically = getDescriptor<BU> (forward<ARGS> (args)...);
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return lockBuffer (attach_object_automatically);
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}
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/** define a "buffer type" for automatically creating
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* an instance of the template type embedded into the buffer
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* and destroying that embedded object when releasing the buffer.
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*/
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template<typename BU, typename...ARGS>
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BuffDescr
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BufferProvider::getDescriptor (ARGS ...args)
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{
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return getDescriptorFor (sizeof(BU), TypeHandler::create<BU> (forward<ARGS> (args)...));
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}
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}} // namespace steam::engine
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#endif
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