LUMIERA.clone/src/proc/play/output-slot-connection.hpp

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/*
OUTPUT-SLOT-CONNECTION.hpp - implementation API for concrete output slots
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
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 output-slot-connection.hpp
** Interface for concrete output implementations to talk to the OutputSlot frontend.
** The OutputSlot concept helps to decouple the render engine implementation from the details
** of handling external output connections. For this to work, a concrete implementation of such
** an external output needs to integrate with the generic OutputSlot frontend, as used by the
** engine. This generic frontend uses a PImpl, pointing to a ConnectionState object, which embodies
** the actual implementation. Moreover, this actual implementation is free to use specifically crafted
** OutputSlot::Connection elements to handle the ongoing output for individual channels. The latter
** thus becomes the central implementation side API for providing actual output capabilities.
**
** @see OutputSlotProtocol_test
** @see diagnostic-output-slot.hpp ////TODO
*/
#ifndef PROC_PLAY_OUTPUT_SLOT_CONNECTION_H
#define PROC_PLAY_OUTPUT_SLOT_CONNECTION_H
#include "lib/error.hpp"
#include "proc/play/output-slot.hpp"
#include "lib/handle.hpp"
//#include "lib/time/timevalue.hpp"
//#include "proc/engine/buffer-provider.hpp"
//#include "proc/play/timings.hpp"
#include "lib/iter-source.hpp"
#include "lib/iter-adapter-stl.hpp"
//#include "lib/sync.hpp"
#include <boost/noncopyable.hpp>
#include <boost/scoped_ptr.hpp>
//#include <string>
#include <vector>
//#include <tr1/memory>
namespace proc {
namespace play {
using proc::engine::BuffHandle;
//using proc::engine::BufferProvider;
//using lib::time::Time;
//using std::string;
using lib::transform;
using lib::iter_stl::eachElm;
using std::vector;
//using std::tr1::shared_ptr;
using boost::scoped_ptr;
/** @internal represents the \em active
* point in each of the per-channel connections
* used when this OutputSlot is operational.
*
* \par OutputSlot Core API
*
* Actually, this extension point towards the implementation
* of the actual output handling carries the core API of OutputSlot.
* Thus, the task of actually implementing an OutputSlot boils down
* to implementing this interface and providing a ConnectionState.
* - \c lock() announces this FrameID and the corresponding buffer
* to be in exclusive use by the client from now on
* - \c transfer() ends the client sided processing and initiates
* the outputting of the data found in the corresponding buffer.
* - \c pushout() actually pushes the denoted buffer to the output.
* Typically, \c pushout() is called from the \c transfer()
* implementation; yet it may as well be called from a separate
* service thread or some kind of callback.
* @note the meaning of FrameID is implementation defined.
*/
class OutputSlot::Connection
{
public:
virtual ~Connection();
virtual BuffHandle claimBufferFor(FrameID) =0;
virtual bool isTimely (FrameID, TimeValue) =0;
virtual void transfer (BuffHandle const&) =0;
virtual void pushout (BuffHandle const&) =0;
virtual void discard (BuffHandle const&) =0;
virtual void shutDown () =0;
};
/**
* Extension point for Implementation.
* The ConnectionState is where the concrete output
* handling implementation is expected to reside.
* OutputSlot is a frontend and accesses
* ConnectionState in the way of a PImpl.
*/
class OutputSlot::ConnectionState
: public OutputSlot::Allocation
, boost::noncopyable
{
public:
virtual ~ConnectionState() { }
};
/**
* Base class for the typical implementation approach.
* Using this class is \em not mandatory. But obviously,
* we'd get to manage a selection of Connection objects
* representing the "active points" in several media channels
* connected through this OutputSlot. These Connection subclasses
* are what is referenced by the DataSink smart-ptrs handed out
* to the client code. As ConnectionState implements the Allocation
* API, it has the liability to create these DataSink smart-ptrs,
* which means to wire them appropriately and also provide an
* deleter function (here #shutdownConnection) to be invoked
* when the last copy of the smart-handle goes out of scope.
*
* The typical standard/base implementation provided here
* manages a collection of active Connection subclass objects.
*/
template<class CON>
class ConnectionStateManager
: public OutputSlot::ConnectionState
, public vector<CON>
{
typedef vector<CON> Connections;
typedef OutputSlot::OpenedSinks OpenedSinks;
/* == Allocation Interface == */
OpenedSinks
getOpenedSinks()
{
REQUIRE (this->isActive());
return transform (eachElm(*this), connectOutputSink);
}
Timings
getTimingConstraints()
{
UNIMPLEMENTED ("find out about timing constraints"); //////////////////////////TICKET #831
}
bool
isActive() const
{
return 0 < Connections::size();
}
public:
ConnectionStateManager()
{ }
virtual
~ConnectionStateManager()
{ }
void
init (uint numChannels)
{
for (uint i=0; i<numChannels; ++i)
push_back(buildConnection());
}
/** factory function to build the actual
* connection handling objects per channel */
virtual CON buildConnection() =0;
private: // Implementation details
static DataSink
connectOutputSink (CON& connection)
{
DataSink newSink;
newSink.activate(&connection, shutdownConnection);
return newSink;
}
static void
shutdownConnection (OutputSlot::Connection* toClose)
{
REQUIRE (toClose);
toClose->shutDown();
}
};
}} // namespace proc::play
#endif