clean-up after refactoring

This commit is contained in:
Fischlurch 2011-11-25 17:29:06 +01:00
parent eed6d8cd1e
commit d6b069fbbd
3 changed files with 21 additions and 199 deletions

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@ -21,9 +21,9 @@
*/
/** @file buffhandle.hpp
** Various bits needed to support the buffer management within the render nodes.
** A front-end to support the buffer management within the render nodes.
** When pulling data from predecessor nodes and calculating new data, each render node
** needs several input and output buffers. These may be allocated and provided by several
** needs several input and output buffers. These may be allocated and provided by various
** different "buffer providers" (for example the frame cache). Typically, the real buffers
** will be passed as parameters to the actual job instance when scheduled, drawing on the
** results of prerequisite jobs. Yet the actual job implementation remains agnostic with
@ -31,12 +31,18 @@
** objects around. The actual render function gets an array of C-pointers to the actual
** buffers, and for accessing those buffers, the node needs to keep a table of buffer
** pointers, and for releasing the buffers later on, we utilise the buffer handles.
** The usage pattern of those buffer pointer tables is stack-like, thus the actual
** implementation utilises a single large buffer pointer array per pull() call
** sequence and dynamically claims small chunks for each node.
**
** @see nodewiring-def.hpp
** @see nodeoperation.hpp
** These buffer handles are based on a buffer descriptor record, which is opaque as far
** as the client is concerned. BufferDescriptor acts as a representation of the type or
** kind of buffer. The only way to obtain such a BufferDescriptor is from a concrete
** BufferProvider implementation. A back-link to this owning and managing provider is
** embedded into the BufferDescriptor, allowing to retrieve an buffer handle, corresponding
** to an actual buffer provided and managed behind the scenes. There is no automatic
** resource management; clients are responsible to invoke BuffHandle#release when done.
**
** @see BufferProvider
** @see BufferProviderProtocol_test usage demonstration
** @see OutputSlot
** @see bufftable.hpp storage for the buffer table
** @see engine::RenderInvocation
*/
@ -99,24 +105,6 @@ namespace engine {
class ProcNode;
typedef ProcNode* PNode;
struct ChannelDescriptor ///////TODO really need to define that here? it is needed for node wiring only
{
const lumiera::StreamType * bufferType; /////////////////////////////////////////TICKET #828
};
struct InChanDescriptor : ChannelDescriptor
{
PNode dataSrc; ///< the ProcNode to pull this input from
uint srcChannel; ///< output channel to use on the predecessor node
};
/**
* Handle for a buffer for processing data, abstracting away the actual implementation.

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@ -20,24 +20,15 @@
*/
/** @file buffhandle.hpp
** Various bits needed to support the buffer management within the render nodes.
** When pulling data from predecessor nodes and calculating new data, each render node
** needs several input and output buffers. These may be allocated and provided by several
** different "buffer providers" (for example the frame cache). Typically, the real buffers
** will be passed as parameters to the actual job instance when scheduled, drawing on the
** results of prerequisite jobs. Yet the actual job implementation remains agnostic with
** respect to the way actual buffers are provided; the invocation just pushes BuffHandle
** objects around. The actual render function gets an array of C-pointers to the actual
** buffers, and for accessing those buffers, the node needs to keep a table of buffer
** pointers, and for releasing the buffers later on, we utilise the buffer handles.
** The usage pattern of those buffer pointer tables is stack-like, thus the actual
** implementation utilises a single large buffer pointer array per pull() call
** sequence and dynamically claims small chunks for each node.
/** @file channel-descriptor.hpp
** Representation of the Media type of a data channel used within the engine.
**
** @todo as it stands (11/2011) this file is obsoleted and needs to be refactored,
** alongside with adapting the node invocation to the new BufferProvider interface.
**
** @see nodewiring-def.hpp
** @see nodeoperation.hpp
** @see bufftable.hpp storage for the buffer table
** @see bufftable-obsolete.hpp storage for the buffer table
** @see engine::RenderInvocation
*/
@ -59,43 +50,7 @@ namespace engine {
class BuffHandle;
class BufferProvider;
/**
* An opaque descriptor to identify the type and further properties of a data buffer.
* For each kind of buffer, there is somewhere a BufferProvider responsible for the
* actual storage management. This provider may "lock" a buffer for actual use,
* returning a BuffHandle.
* @note this descriptor and especially the #subClassification_ is really owned
* by the BufferProvider, which may use (and even change) the opaque contents
* to organise the internal buffer management.
*
* @todo try to move that definition into buffer-provider.hpp ////////////////////////////////////TICKET #249
*/
class BufferDescriptor
{
BufferProvider* provider_;
HashVal subClassification_;
BufferDescriptor(BufferProvider& manager, HashVal detail)
: provider_(&manager)
, subClassification_(detail)
{ }
friend class BufferProvider;
public:
// using standard copy operations
bool verifyValidity() const;
size_t determineBufferSize() const;
void emit (BuffHandle const&) const;
void release (BuffHandle const&) const;
operator HashVal() const { return subClassification_; }
};
class BufferDescriptor;
@ -116,127 +71,5 @@ namespace engine {
/**
* 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.
*
* @todo as of 6/2011 it isn't clear how buffer handles are actually created
* and how the lifecycle (and memory) management works //////////////////////TICKET #249 rework BuffHandle creation and usage
*/
class BuffHandle
: public lib::BoolCheckable<BuffHandle>
{
typedef lumiera::StreamType::ImplFacade::DataBuffer Buff;
BufferDescriptor descriptor_;
Buff* pBuffer_;
public:
typedef Buff* PBuff;
/** @internal a buffer handle may be obtained by "locking"
* a buffer from the corresponding BufferProvider */
BuffHandle(BufferDescriptor const& typeInfo, void* storage = 0)
: descriptor_(typeInfo)
, pBuffer_(static_cast<PBuff>(storage))
{ }
// using standard copy operations
void
emit()
{
REQUIRE (pBuffer_);
descriptor_.emit (*this);
}
void release()
{
if (pBuffer_)
{
REQUIRE (isValid());
descriptor_.release (*this);
pBuffer_ = 0;
}
ENSURE (!isValid());
}
template<typename BU>
BU& create();
template<typename BU>
BU& accessAs();
//////////////////////////////////////////TICKET #249 this operator looks obsolete. The Buff type is a placeholder type,
//////////////////////////////////////////TODO it should never be accessed directly from within Lumiera engine code
Buff&
operator* () const
{
ENSURE (pBuffer_);
return *pBuffer_;
}
bool
isValid() const
{
return bool(pBuffer_)
&& descriptor_.verifyValidity();
}
HashVal
entryID() const
{
return descriptor_;
}
size_t
size() const
{
return descriptor_.determineBufferSize();
}
};
/* === Implementation details === */
/** convenience shortcut: place and maintain an object within the buffer.
* This operation performs the necessary steps to attach an object;
* if the buffer isn't locked yet, it will do so. Moreover, the created
* object will be owned by the buffer management facilities, i.e. the
* destructor is registered as cleanup function.
*/
template<typename BU>
BU&
BuffHandle::create()
{
UNIMPLEMENTED ("convenience shortcut to attach/place an object in one sway");
}
/** convenience shortcut: access the buffer contents casted to a specific type.
* @warning this is a \em blind cast, there is no type safety.
* @note clients can utilise the metadata::LocalKey to keep track of some
* specific property of the buffer, like e.g. the type of object.
*/
template<typename BU>
BU&
BuffHandle::accessAs()
{
if (!pBuffer_)
throw error::Logic ("buffer not (yet) locked for access by clients"
, LUMIERA_ERROR_LIFECYCLE);
return *reinterpret_cast<BU*> (pBuffer_);
}
} // namespace engine
#endif

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@ -46,6 +46,7 @@
#include "proc/state.hpp"
#include "proc/asset/proc.hpp"
#include "proc/mobject/parameter.hpp"
#include "proc/engine/channel-descriptor.hpp"
#include "lib/frameid.hpp"
#include "lib/ref-array.hpp"