435 lines
14 KiB
C++
435 lines
14 KiB
C++
/*
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NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized
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Copyright (C) Lumiera.org
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2008, 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 the
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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 nodeoperation.hpp
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** Chunks of operation for invoking the rendernodes.
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** This header defines the "glue" which holds together the render node network
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** and enables to pull a result frames from the nodes. Especially, the aspect of
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** buffer management is covered here. Each node has been preconfigured by the builder
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** with a WiringDescriptor and a concrete type of a StateAdapter. These concrete
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** StateAdapter objects are assembled out of the building blocks defined in this header,
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** depending on the desired mode of operation. Any node can be built to
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** - participate in the Caching or ignore the cache
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** - actually process a result or just pull frames from a source
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** - employ in-Place calculations or use separate in/out buffers
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** Additionally, each node may have a given number of input/output pins, expecting to
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** be provided with buffers holding a specific kind of data.
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**
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** \par composition of the StateAdapter
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** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter
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** instance directly on the stack, holding the actual buffer pointers and state references. Using this
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** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
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** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual
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** StateAdapter types are built as implementing the engine::State interface, on top of the InvocationStateBase
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** and inheriting from a chain of strategy classes (single inheritance, mostly \em no virtual functions).
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**
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** @see engine::ProcNode
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** @see engine::StateProxy
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** @see nodewiring.hpp interface for building/wiring the nodes
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**
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*/
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#ifndef ENGINE_NODEOPERATION_H
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#define ENGINE_NODEOPERATION_H
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#include "proc/state.hpp"
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#include "proc/engine/procnode.hpp"
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#include "proc/engine/buffhandle.hpp"
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#include "proc/engine/bufftable.hpp"
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#include "proc/engine/nodewiringconfig.hpp"
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#include "lib/appconfig.hpp"
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namespace engine {
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/**
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* Adapter to shield the ProcNode from the actual buffer management,
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* allowing the processing function within ProcNode to use logical
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* buffer IDs. StateAdapter is created on the stack for each pull()
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* call, using setup/wiring data preconfigured by the builder.
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* Its job is to provide the actual implementation of the Cache
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* push / fetch and recursive downcall to render the source frames.
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*/
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class StateAdapter
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: public State
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{
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protected:
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State& parent_;
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State& current_;
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StateAdapter (State& callingProcess)
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: parent_ (callingProcess),
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current_(callingProcess.getCurrentImplementation())
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{ }
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virtual State& getCurrentImplementation () { return current_; }
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public: /* === proxying the State interface === */
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virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); }
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virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); }
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virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); }
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// note: allocateBuffer() is choosen specifically based on the actual node wiring
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};
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/**
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* Invocation context state.
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* A ref to this type is carried through the chain of NEXT::step() functions
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* which form the actual invocation sequence. The various operations in this sequence
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* access the context via the references in this struct, while also using the inherited
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* public State interface. The object instance actually used as Invocation is created
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* on the stack and parametrized according to the necessities of the invocation sequence
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* actually configured. Initially, this real instance is configured without BuffTable,
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* because the invocation may be short-circuited due to Cache hit. Otherwise, when
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* the invocation sequence actually prepares to call the process function of this
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* ProcNode, a buffer table chunk is allocated by the StateProxy and wired in.
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*/
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struct Invocation
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: StateAdapter
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{
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WiringDescriptor const& wiring;
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const uint outNr;
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BuffTable* buffTab;
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protected:
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/** creates a new invocation context state, without BuffTable */
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Invocation (State& callingProcess, WiringDescriptor const& w, uint o)
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: StateAdapter(callingProcess),
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wiring(w), outNr(o),
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buffTab(0)
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{ }
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const uint nrO() const { return wiring.getNrO(); }
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const uint nrI() const { return wiring.getNrI(); }
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const uint buffTabSize() const { return nrO()+nrI(); }
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/** setup the link to an externally allocated buffer table */
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void setBuffTab (BuffTable* b) { this->buffTab = b; }
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bool
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buffTab_isConsistent ()
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{
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return (buffTab)
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&& (0 < buffTabSize())
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&& (nrO()+nrI() <= buffTabSize())
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&& (buffTab->inBuff == &buffTab->outBuff[nrO()] )
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&& (buffTab->inHandle == &buffTab->outHandle[nrO()])
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;
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}
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};
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struct AllocBufferFromParent ///< using the parent StateAdapter for buffer allocations
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: Invocation
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{
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AllocBufferFromParent (State& sta, WiringDescriptor const& w, const uint outCh)
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: Invocation(sta, w, outCh) {}
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virtual BuffHandle
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allocateBuffer (BufferDescriptor const& bd) { return parent_.allocateBuffer(bd); }
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};
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struct AllocBufferFromCache ///< using the global current State, which will delegate to Cache
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: Invocation
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{
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AllocBufferFromCache (State& sta, WiringDescriptor const& w, const uint outCh)
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: Invocation(sta, w, outCh) {}
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virtual BuffHandle
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allocateBuffer (BufferDescriptor const& bd) { return current_.allocateBuffer(bd); }
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};
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/**
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* The real invocation context state implementation. It is created
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* by the NodeWiring (WiringDescriptor) of the processing node which
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* is pulled by this invocation, hereby using the internal configuration
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* information to guide the selecton of the real call sequence
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*
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* \par assembling the call sequence implementation
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* Each ProcNode#pull() call creates such a StateAdapter subclass on the stack,
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* with a concrete type according to the WiringDescriptor of the node to pull.
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* This concrete type encodes a calculation Strategy, which is assembled
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* as a chain of policy templates on top of OperationBase. For each of the
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* possible configuratons we define such a chain (see bottom of nodeoperation.hpp).
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* The WiringFactory defined in nodewiring.cpp actually drives the instantiation
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* of all those possible combinations.
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*/
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template<class Strategy, class BufferProvider>
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class ActualInvocationProcess
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: public BufferProvider
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{
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public:
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ActualInvocationProcess (State& callingProcess, WiringDescriptor const& w, const uint outCh)
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: Invocation(callingProcess, w, outCh)
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{ }
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/** contains the details of Cache query and recursive calls
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* to the predecessor node(s), eventually followed by the
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* ProcNode::process() callback
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*/
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BuffHandle retrieve ()
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{
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return Strategy::step (*this);
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}
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};
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/**
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* Collection of functions used to build up the invocation sequence.
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*/
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class OperationBase
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{
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};
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template<class NEXT>
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struct QueryCache : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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BuffHandle fetched = ivo.fetch (
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this->genFrameID (ivo));
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if (fetched)
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return fetched;
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else
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct AllocBufferTable : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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BuffTableChunk buffTab (ivo.wiring, ivo.getBuffTableStorage());
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ivo.setBuffTab(&buffTab);
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ASSERT (ivo.buffTab);
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ASSERT (ivo.buffTab_isConsistent());
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct PullInput : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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BuffHandle * inH = ivo.buffTab->inHandle;
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BuffHandle::PBuff *inBuff = ivo.buffTab->inBuff;
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for (uint i = 0; i < ivo.nrI(); ++i )
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{
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inBuff[i] =
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*(inH[i] = this->pullPredecessor(ivo,i)); // invoke predecessor
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// now Input #i is ready...
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}
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return NEXT::step (ivo); // note: passing down a ref to the ProcessInvocation
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}
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};
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template<class NEXT>
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struct ReadSource : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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BuffHandle *inH = ivo.buffTab->inHandle;
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BuffHandle *outH = ivo.buffTab->outHandle;
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BuffHandle::PBuff *inBuff = ivo.buffTab->inBuff;
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BuffHandle::PBuff *outBuff = ivo.buffTab->outBuff;
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ASSERT (ivo.nrO() == ivo.nrI() );
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for (uint i = 0; i < ivo.nrI(); ++i )
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{
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inBuff[i] = outBuff[i] =
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*(inH[i] = outH[i] = this->getSource(ivo,i));
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// now Input #i is ready...
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}
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct AllocOutput : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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ASSERT (ivo.buffTab);
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ASSERT (ivo.nrO() < ivo.buffTabSize());
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BuffHandle *outH = ivo.buffTab->outHandle;
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BuffHandle::PBuff *outBuff = ivo.buffTab->outBuff;
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for (uint i = 0; i < ivo.nrO(); ++i )
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{
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outBuff[i] =
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*(outH[i] = ivo.allocateBuffer (ivo.wiring.out[i].bufferType);
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// now Output buffer for channel #i is available...
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}
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct ProcessData : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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ASSERT (ivo.buffTab);
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ASSERT (ivo.buffTab_isConsistent());
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ASSERT (this->validateBuffers(ivo));
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// Invoke our own process() function,
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// providing the array of outBuffer+inBuffer ptrs
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ivo.wiring.processFunction (ivo.buffTab->outBuff);
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct FeedCache : NEXT
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{
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BuffHandle
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step (Invocation& ivo)
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{
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// declare all Outputs as finished
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ivo.is_calculated(ivo.buffTab->outHandle,
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ivo.nrO());
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return NEXT::step (ivo);
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}
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};
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template<class NEXT>
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struct ReleaseBuffers : NEXT /////////////////TODO: couldn't this be done automatically by BuffTab's dtor??
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{ ///////////////// this would require BuffHandle to be a smart ref....
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BuffHandle
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step (Invocation& ivo)
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{
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// all buffers besides the required Output no longer needed
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this->releaseBuffers(ivo.buffTab->outHandle,
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ivo.buffTabSize(),
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ivo.outNr);
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return ivo.buffTab->outHandle[ivo.outNr];
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}
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};
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/* === declare the possible Assembly of these elementary steps === */
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template<char CACHE_Fl=0, char INPLACE_Fl=0>
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struct SelectBuffProvider;
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template<> struct SelectBuffProvider<CACHING> : AllocBufferFromCache { };
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template<> struct SelectBuffProvider<NOT_SET,INPLACE> : AllocBufferFromParent{ };
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template<> struct SelectBuffProvider<CACHING,INPLACE> : AllocBufferFromCache { };
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template<> struct SelectBuffProvider<> : AllocBufferFromParent{ };
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template<class Config>
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struct Strategy ;
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using lumiera::typelist::Config;
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template<char INPLACE>
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struct Strategy< Config<CACHING,PROCESS,INPLACE> >
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: QueryCache<
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AllocBufferTable<
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PullInput<
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AllocOutput<
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ProcessData<
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FeedCache<
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ReleaseBuffers<
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OperationBase > > > > > > >
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{ };
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template<char INPLACE>
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struct Strategy< Config<PROCESS,INPLACE> >
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: AllocBufferTable<
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PullInput<
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AllocOutput<
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ProcessData<
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ReleaseBuffers<
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OperationBase > > > > >
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{ };
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template<>
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struct Strategy< Config<> >
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: AllocBufferTable<
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ReadSource<
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ReleaseBuffers<
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OperationBase > > >
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{ };
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template<>
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struct Strategy< Config<INPLACE> > : Strategy< Config<> > { };
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template<>
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struct Strategy< Config<CACHING> >
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: AllocBufferTable<
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ReadSource<
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AllocOutput<
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ProcessData< // wiring_.processFunction is supposed to do just buffer copying here
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ReleaseBuffers<
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OperationBase > > > > >
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{ };
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} // namespace engine
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#endif
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