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/state.hpp"
#include "proc/engine/procnode.hpp"
#include "proc/engine/buffhandle.hpp"
#include "proc/engine/bufftable.hpp"
#include "proc/engine/nodewiringconfig.hpp"
#include "lib/appconfig.hpp"
namespace engine {
/**
* 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
{
protected:
State& parent_;
State& current_;
StateAdapter (State& callingProcess)
: parent_ (callingProcess),
current_(callingProcess.getCurrentImplementation())
{ }
virtual State& getCurrentImplementation () { return current_; }
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typedef State& (StateAdapter::*BufferProvider);
public: /* === proxying the State interface === */
virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); }
virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); }
virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); }
// note: allocateBuffer() is choosen specifically based on the actual node wiring
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protected: /* === API for use by the node operation pull() call === */
BufferDescriptor
getBufferDescriptor (uint chan)
{
TODO ("determine BufferDescriptor based on WiringDescriptor channel info");
}
};
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/**
* Invocation context state.
* A ref to this type is carried through the chain of NEXT::step() functions
* which form the actual invocation sequence. The various operations in this sequence
* access the context via the references in this struct, and also using the inherited
* public State intercace. The object instance actually used as Invocation is created
* on the stack and parametrized according to the necessities of the invocation
* sequence actually configured. This real object instance comes in two flavours:
* - a intended/partial invocation (which may be short-circuited due to Cache hit)
* - a complete invocation, including storage for managing the buffer handles.
*/
struct Invocation
: StateAdapter
{
WiringDescriptor const& wiring;
BuffTable& buffTab;
const uint outNr;
protected:
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/** creates a new invocation context state,
* configuring it as intended/partial invocation without BuffTable */
Invocation (State& callingProcess, WiringDescriptor const& w, BufferProvider buffSrc, uint o)
: StateAdapter(callingProcess),
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wiring(w), outNr(o),
bufferProvider_(buffSrc)
{ }
/** used to build a complete invocation, including a buffer table,
based on an existing intended/partial invocation */
Invocation (Invocation const& currInvocation, BuffTable& localBuffTab)
: StateAdapter(currInvocation),
wiring(currInvocation.wiring),
buffTab(localBuffTab),
outNr(currInvocation.outNr),
bufferProvider_(currInvocation.bufferProvider_)
{ }
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/** configuration of the actual entity in charge of allocating Buffers.
* depending on the configured call sequence, this may be a parent StateAdapter,
* or the backend in case we want to fade the results into the Cache */
const BufferProvider bufferProvider_;
public:
BuffHandle const&
allocateBuffer (uint outChannel)
{
return this->*bufferProvider_.allocateBuffer(
this->getBufferDescriptor(outChannel));
}
};
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/**
* The real invocation context state implementation. It is created
* by the NodeWiring (WiringDescriptor) of the processing node which
* is pulled by this invocation, hereby using the internal configuration
* information to guide the selecton of the real call sequence
*
* \par assembling the call sequence implementation
* Each ProcNode#pull() call creates such a StateAdapter subclass on the stack,
* with a concrete type according to the WiringDescriptor of the node to pull.
* This concrete type encodes a calculation Strategy, which is assembled
* as a chain of policy templates on top of OperationBase. For each of the
* possible configuratons we define such a chain (see bottom of this header).
* The WiringFactory defined in nodewiring.cpp actually drives the instantiation
* of all those possible combinations.
*/
template<class Strategy, StateAdapter::BufferProvider buffPro>
class ActualInvocationOrder
: public Invocation
{
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public:
InvocationImpl (State& callingProcess, WiringDescriptor const& w, const uint outCh)
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: Invocation(callingProcess, w, buffPro, outCh)
{ }
/** contains the details of Cache query and recursive calls
* to the predecessor node(s), eventually followed by the
* ProcNode::process() callback
*/
BuffHandle retrieve ()
{
return Strategy::step (*this);
}
};
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/**
* Extends the invocation context state by a table of buffer pointers.
* This extension is used whenever the call sequence goes into actually
* invoking a process() function, which necessiates to build a array of
* buffer pointers and to allocate buffers to hold the data to be worked on.
* It is implemented as decorating an already created "partial invocation",
* just adding the allocation of a Table Chunk for organizing the buffers.
*/
class ProcessInvocation
: protected BuffTableChunk,
public Invocation
{
public:
ProcessInvocation (Invocation const& currInvocation)
: BuffTableChunk(currInvocation.wiring, currInvocation.getBuffTableStorage()),
Invocation(currInvocation, static_cast<BuffTable&>(*this))
{ }
};
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/**
* Collection of functions used to build up the invocation sequence.
*/
class OperationBase
{
};
template<class NEXT>
struct QueryCache : NEXT
{
BuffHandle
step (Invocation& ivo)
{
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BuffHandle fetched = ivo.fetch (
this->genFrameID (ivo));
if (fetched)
return fetched;
else
return NEXT::step (ivo);
}
};
template<class NEXT>
struct PullInput : NEXT
{
BuffHandle
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step (Invocation& started_invocation)
{
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ProcessInvocation ivo (started_invocation);
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ASSERT (ivo.buffTab);
ASSERT (0 < ivo.buffTabSize());
ASSERT (ivo.nrO() == ivo.nrI() );
ASSERT (ivo.nrO()+ivo.nrI() <= ivo.buffTabSize());
ASSERT (ivo.buffTab->inHandles == &ivo.buffTab->handles[ivo.nrO()]);
BuffHandle *inH = ivo.buffTab->inHandles;
BuffHandle::PBuff *inBuff = ivo.buffTab->inBuffs;
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for (uint i = 0; i < ivo.nrI(); ++i )
{
inBuff[i] =
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*(inH[i] = this->pullPredecessor(ivo,i)); // invoke predecessor
// now Input #i is ready...
}
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return NEXT::step (ivo); // note: passing down a ref to the ProcessInvocation
}
};
template<class NEXT>
struct ReadSource : NEXT
{
BuffHandle
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step (Invocation& started_invocation)
{
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ProcessInvocation ivo (started_invocation);
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ASSERT (ivo.buffTab);
ASSERT (0 < ivo.buffTabSize());
ASSERT (ivo.nrO()+ivo.nrI() <= ivo.buffTabSize());
ASSERT (ivo.buffTab->inHandles == &ivo.buffTab->handles[ivo.nrO()]);
BuffHandle *inH = ivo.buffTab->inHandles;
BuffHandle *outH = ivo.buffTab->handles;
BuffHandle::PBuff *inBuff = ivo.buffTab->inBuffs;
BuffHandle::PBuff *outBuff = ivo.buffTab->buffers;
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for (uint i = 0; i < ivo.nrI(); ++i )
{
inBuff[i] = outBuff[i] =
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*(inH[i] = outH[i] = this->getSource(ivo,i));
// now Input #i is ready...
}
return NEXT::step (ivo);
}
};
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template<class NEXT>
struct AllocOutput : NEXT
{
BuffHandle
step (Invocation& ivo)
{
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ASSERT (ivo.buffTab);
ASSERT (ivo.nrO() < ivo.buffTabSize());
BuffHandle *outH = ivo.buffTab->handles;
BuffHandle::PBuff *outBuff = ivo.buffTab->buffers;
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for (uint i = 0; i < ivo.nrO(); ++i )
{
outBuff[i] =
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*(outH[i] = ivo.allocateBuffer (i));
// now Output buffer for channel #i is available...
}
return NEXT::step (ivo);
}
};
template<class NEXT>
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struct ProcessData : NEXT
{
BuffHandle
step (Invocation& ivo)
{
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ASSERT (ivo.buffTab);
ASSERT (ivo.nrO()+ivo.nrI() <= ivo.buffTabSize());
ASSERT (this->validateBuffers(ivo));
// Invoke our own process() function, providing the buffer array
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ivo.wiring.processFunction (ivo.buffTab->buffers);
return NEXT::step (ivo);
}
};
template<class NEXT>
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struct FeedCache : NEXT
{
BuffHandle
step (Invocation& ivo)
{
// declare all Outputs as finished
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ivo.isCalculated(ivo.buffTab->handles,
ivo.nrO());
return NEXT::step (ivo);
}
};
template<class NEXT>
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struct ReleaseBuffers : NEXT /////////////////TODO: couldn't this be done automatically by BuffTab's dtor??
{ ///////////////// this would require BuffHandle to be a smart ref....
BuffHandle
step (Invocation& ivo)
{
// all buffers besides the required Output no longer needed
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this->releaseBuffers(ivo.buffTab->handles,
ivo.buffTabSize(),
ivo.outNr);
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return ivo.buffTab->outH[this->requiredOutputNr];
}
};
/* === declare the possible Assembly of these elementary steps === */
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template<StateAdapter::BufferProvider buffPro>
struct OutBuffSource{ static const StateAdapter::BufferProvider VALUE = buffPro; };
template<char CACHE_Fl=0, char INPLACE_Fl=0>
struct SelectBuffProvider;
template<> struct SelectBuffProvider<CACHING> : OutBuffSource<CACHE> { };
template<> struct SelectBuffProvider<NOT_SET,INPLACE> : OutBuffSource<PARENT>{ };
template<> struct SelectBuffProvider<CACHING,INPLACE> : OutBuffSource<CACHE> { };
template<> struct SelectBuffProvider<> : OutBuffSource<PARENT>{ };
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template<class Config>
struct Strategy ;
using lumiera::typelist::Config;
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template<char INPLACE>
struct Strategy< Config<CACHING,PROCESS,INPLACE> >
: QueryCache<
PullInput<
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AllocOutput<
ProcessData<
FeedCache<
ReleaseBuffers<
OperationBase > > > > > >
{ };
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template<char INPLACE>
struct Strategy< Config<PROCESS,INPLACE> >
: PullInput<
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AllocOutput<
ProcessData<
ReleaseBuffers<
OperationBase > > > >
{ };
template<>
struct Strategy< Config<> >
: ReadSource<
ReleaseBuffers<
OperationBase > >
{ };
template<>
struct Strategy< Config<INPLACE> > : Strategy< Config<> > { };
template<>
struct Strategy< Config<CACHING> >
: ReadSource<
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AllocOutput<
ProcessData< // wiring_.processFunction is supposed to do just buffer copying here
ReleaseBuffers<
OperationBase > > > >
{ };
} // namespace engine
#endif