217 lines
8.1 KiB
C++
217 lines
8.1 KiB
C++
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/*
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NODEINVOCATION.hpp - Organize the invocation state within a single pull() call
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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 nodeinvocation.hpp
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** Organize the state related to the invocation of s single ProcNode::pull() call
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** This header defines part of the "glue" which holds together the render node network
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** and enables to pull a result frames from the nodes. Doing so requires some invocation
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** local state tobe maintained, especially a table of buffers used to carry out the
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** calculations. Further, getting the input buffers filled requires to issue recursive
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** \c pull() calls, which on the whole creates a stack-like assembly of local invocation
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** state.
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** The actual steps to be carried out for a \c pull() call are dependant on the configuration
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** of the node to pull. Each node has been preconfigured by the builder with a WiringDescriptor
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** and a concrete type of a StateAdapter. The actual sequence of steps is defined in the header
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** nodeoperation.hpp out of a set of basic operation steps. These steps all use the passed in
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** Invocation object (a sub-interface of StateAdapter) to access the various aspects of the
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** invocation state.
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**
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** \par composition of the Invocation State
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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.
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**
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** @see engine::ProcNode
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** @see engine::StateProxy
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** @see engine::BuffTable
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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_NODEINVOCATION_H
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#define ENGINE_NODEINVOCATION_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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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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} // namespace engine
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#endif
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