LUMIERA.clone/src/proc/engine/nodeoperation.hpp

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/*
NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized
Copyright (C) Lumiera.org
2008, 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 nodeoperation.hpp
** Chunks of operation for invoking the rendernodes.
** This header defines the "glue" which holds together the render node network
** and enables to pull a result frames from the nodes. Especially, the aspect of
** buffer management is covered here. Each node has been preconfigured by the builder
** with a WiringDescriptor and a concrete type of a StateAdapter. These concrete
** StateAdapter objects are assembled out of the building blocks defined in this header,
** depending on the desired mode of operation. Any node can be built to
** - participate in the Caching or ignore the cache
** - actually process a result or just pull frames from a source
** - employ in-Place calculations or use separate in/out buffers
** Additionally, each node may have a given number of input/output pins, expecting to
** be provided with buffers holding a specific kind of data.
**
** \par composition of the StateAdapter
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter
** instance directly on the stack, holding the actual buffer pointers and state references. Using this
** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual
** StateAdapter types are built as implementing the engine::State interface, on top of the InvocationStateBase
** and inheriting from a chain of strategy classes (single inheritance, mostly \em no virtual functions).
**
** @see engine::ProcNode
** @see engine::StateProxy
** @see nodewiring.hpp interface for building/wiring the nodes
**
*/
#ifndef ENGINE_NODEOPERATION_H
#define ENGINE_NODEOPERATION_H
#include "proc/engine/procnode.hpp"
#include "proc/engine/nodewiringconfig.hpp"
#include "lib/appconfig.hpp"
namespace engine {
/**
* (abstract) base class of all concrete StateAdapter types.
* Defines the skeleton for the node operation/calculation
*/
class InvocationStateBase
: public State
{
};
/**
* Adapter to shield the ProcNode from the actual buffer management,
* allowing the processing function within ProcNode to use logical
* buffer IDs. StateAdapter is created on the stack for each pull()
* call, using setup/wiring data preconfigured by the builder.
* Its job is to provide the actual implementation of the Cache
* push / fetch and recursive downcall to render the source frames.
*/
class StateAdapter
: public State
{
State& parent_;
State& current_;
WiringDescriptor const& wiring_;
protected:
StateAdapter (State& callingProcess, WiringDescriptor const&)
: parent_ (callingProcess),
current_(callingProcess.getCurrentImplementation())
{ }
friend class NodeWiring<StateAdapter>; // both are sharing implementation details...
virtual State& getCurrentImplementation () { return current_; }
/** contains the details of Cache query and recursive calls
* to the predecessor node(s), eventually followed by the
* ProcNode::process() callback
*/
BuffHandle retrieve (uint requiredOutputNr)
{
return retrieveResult (requiredOutputNr);
}
};
template<class NEXT>
struct QueryCache : NEXT
{
BuffHandle step () // brauche: current state
{
BuffHandle fetched = current_.fetch (genFrameID (requiredOutputNr));
if (fetched)
return fetched;
else
return NEXT::step();
}
};
template<class NEXT>
struct PullInput : NEXT
{
BuffHandle step ()
{
this->createBuffTable();
ASSERT (this->buffTab);
ASSERT (0 < this->buffTabSize());
ASSERT (this->nrO+this->nrI <= this->buffTabSize());
ASSERT (this->buffTab->inHandles = &this->buffTab->handles[this->nrO]);
BuffHandle *inH = this->buffTab->inHandles;
BuffHandle::PBuff *inBuff = this->buffTab->inBuffs;
for (uint i = 0; i < this->nrI; ++i )
{
inBuff[i] =
*(inH[i] = this->pullPredecessor(i)); // invoke predecessor
// now Input #i is ready...
}
return NEXT::step();
}
};
template<class NEXT>
struct AllocOutputFromCache
{
BuffHandle step ()
{
ASSERT (this->buffTab);
ASSERT (this->nrO < this->buffTabSize());
BuffHandle *outH = this->buffTab->handles;
BuffHandle::PBuff *outBuff = this->buffTab->buffers;
for (uint i = 0; i < this->nrO; ++i )
{
outBuff[i] =
*(outH[i] = this->allocateBuffer(i));
// now Output buffer for channel #i is available...
}
return NEXT::step();
}
};
template<class NEXT>
struct ProcessData
{
BuffHandle step ()
{
ASSERT (this->buffTab);
ASSERT (this->nrO+this->nrI <= this->buffTabSize());
ASSERT (this->validateBuffers());
// Invoke our own process() function, providing the buffer array
this->wiring_.processFunction (this->buffTab->buffers);
return NEXT::step();
}
};
template<class NEXT>
struct FeedCache
{
BuffHandle step ()
{
// declare all Outputs as finished
this->current_.isCalculated(this->buffTab->handles,
this->nrO);
return NEXT::step();
}
};
template<class NEXT>
struct ReleaseBuffers
{
BuffHandle step ()
{
// all buffers besides the required Output no longer needed
this->current_.releaseBuffers(this->buffTab->handles,
this->buffTabSize(),
this->requiredOutputNr);
return this->buffTab->outH[this->requiredOutputNr];
}
};
template<class NEXT>
struct NoProcess
{
BuffHandle calculateResult(BuffHandle* calculated)
{
uint nrO = this->getNrO();
for (uint i = 0; i<nrO; ++i )
{
calculated[i] = this->retrieveInput(i); ///TODO: Null pointer when no caching!!!!!
this->outBuff[i] = current_.getBuffer(calculated[i]);
// now Buffer containing Output channel #i is available...
}
this->feedCache();
for (uint i=0; i < nrO; ++i)
if (i!=requiredOutputNr)
current_.releaseBuffer(i);
return calculated[requiredOutputNr];
};
};
/* === declare the possible Assembly of these elementary steps === */
template<class Config>
struct Strategy
{
BuffHandle step () { NOTREACHED; }
};
template<>
struct Strategy< Config<CACHING,PROCESS,INPLACE> >
: QueryCache <
PullInput<
AllocOutputFromCache<
ProcessData<
FeedCache<
ReleaseBuffers<
InvocationStateBase > > > > > >
{ };
template<>
struct Strategy< Config<PROCESS> >
: PullInput<
AllocOutputFromParent<
ProcessData<
ReleaseBuffers<
InvocationStateBase > > > >
{ };
// At Application startup: build table of all possible operation configs
namespace {
bool
determine_if_case_is_possible (Bits& caseFlags)
{
////////////////////////////////////////////////TODO: Henne oder Ei?
}
void
build_table_of_possible_configs ()
{
registerPossibleCases (&determine_if_case_is_possible);
}
using namespace lumiera;
LifecycleHook schedule_ (ON_BASIC_INIT, &build_table_of_possible_configs);
}
} // namespace engine
#endif