use the new stream type definitions to get ahead with the builder work
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5c7e0d1870
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1b4aa98cdf
6 changed files with 95 additions and 48 deletions
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@ -1,5 +1,5 @@
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/*
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RENDERSTATE.hpp - renderengine state manager
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REFARRAY.hpp - abstraction providing array-like access to a list of references
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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@ -21,33 +21,28 @@
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*/
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#ifndef CONTROL_RENDERSTATE_H
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#define CONTROL_RENDERSTATE_H
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#include "proc/state.hpp"
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#ifndef LIB_REFARRAY_H
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#define LIB_REFARRAY_H
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namespace control {
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typedef proc_interface::State State;
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namespace lib {
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/**
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* Encapsulates the logic used to get a "current render process"
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* in accordance to the currently applicable controller settings.
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* The provided StateProxy serves to hold any mutalbe state used
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* in the render process, so the rest of the render engine
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* can be stateless.
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* @todo probably the state management will work different (6/08)
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* Abstraction: Array of const references.
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* Typically the return type is an interface,
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* and the Implementation wraps some datastructure
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* holding subclasses.
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*/
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class RenderState
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template<class E>
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struct RefArray
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{
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public:
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State& getRenderProcess () ;
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virtual E const& operator[] (uint i) const =0;
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virtual size_t size() const =0;
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virtual ~RefArray() {}
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};
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} // namespace control
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} // namespace lib
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#endif
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@ -54,7 +54,7 @@ namespace engine {
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struct BuffHandle
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{
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typedef lumiera::StreamType::ImplFacade::DataBuffer Buff;
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typedef Buff* PBuff;//////TODO define the Buffer type(s)
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typedef Buff* PBuff;
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PBuff
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operator->() const
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@ -81,7 +81,7 @@ namespace engine {
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*/
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struct BufferDescriptor
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{
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char typeID_; ///////TODO define the Buffer type(s)
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lumiera::StreamType& sType_;
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};
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@ -45,6 +45,7 @@
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#include "proc/common.hpp"
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#include "proc/state.hpp"
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#include "proc/mobject/parameter.hpp"
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#include "lib/refarray.hpp"
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#include <vector>
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@ -60,12 +61,6 @@ namespace engine {
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typedef ProcNode* PNode;
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template<class E>
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struct RefArray ///< @todo need an implementation and then probably move it into library
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{
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virtual E const& operator[] (uint i) const =0;
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virtual ~RefArray() {}
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};
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/**
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* Interface: Description of the input and output ports,
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@ -79,16 +74,16 @@ namespace engine {
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virtual uint getNrI() const =0; ///////////TODO: indeed need a virtual function??
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virtual uint getNrO() const =0;
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RefArray<ChannelDescriptor>& out;
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RefArray<InChanDescriptor>& in;
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lib::RefArray<ChannelDescriptor>& out;
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lib::RefArray<InChanDescriptor>& in;
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typedef void (ProcFunc) (BuffHandle::PBuff, uint);
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ProcFunc* processFunction;
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protected:
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WiringDescriptor (RefArray<ChannelDescriptor>& o,
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RefArray<InChanDescriptor>& i,
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WiringDescriptor (lib::RefArray<ChannelDescriptor>& o,
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lib::RefArray<InChanDescriptor>& i,
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ProcFunc pFunc)
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: out(o), in(i),
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processFunction(pFunc)
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55
src/proc/mobject/builder/renderstate.hpp
Normal file
55
src/proc/mobject/builder/renderstate.hpp
Normal file
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@ -0,0 +1,55 @@
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/*
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RENDERSTATE.hpp - renderengine state management
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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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#ifndef MOBJECT_BUILDER_RENDERSTATE_H
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#define MOBJECT_BUILDER_RENDERSTATE_H
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#include "proc/state.hpp"
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namespace mobject {
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namespace builder {
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typedef proc_interface::State State;
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/**
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* Encapsulates the logic used to get a "render process".
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* The provided StateProxy serves to hold any mutalbe state used
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* in the render process, so the rest of the render engine
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* can be stateless.
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* @todo probably the state management will work different (6/08)
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*/
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class RenderState
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{
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public:
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State& getRenderProcess () ;
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};
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} // namespace mobject::session
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} // namespace mobject
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#endif
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@ -43,19 +43,6 @@ namespace engine {
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class State
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{
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protected:
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virtual ~State() {};
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/** resolves to the State object currently "in charge".
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* Intended as a performance shortcut to avoid calling
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* up through a chain of virtual functions when deep down
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* in chained ProcNode::pull() calls. This allows derived
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* classes to proxy the state interface.
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*/
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virtual State& getCurrentImplementation () =0;
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friend class engine::StateAdapter;
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public:
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/** allocate a new writable buffer with type and size according to
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* the BufferDescriptor. The actual provider of this buffer depends
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@ -86,6 +73,19 @@ namespace engine {
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/** necessary for creating a local BuffTableChunk */
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virtual BuffTableStorage& getBuffTableStorage() =0;
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protected:
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virtual ~State() {};
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/** resolves to the State object currently "in charge".
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* Intended as a performance shortcut to avoid calling
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* up through a chain of virtual functions when deep down
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* in chained ProcNode::pull() calls. This allows derived
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* classes to proxy the state interface.
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*/
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virtual State& getCurrentImplementation () =0;
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friend class engine::StateAdapter;
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};
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} // namespace engine
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@ -26,6 +26,7 @@
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#include "proc/engine/procnode.hpp"
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#include "proc/engine/bufftable.hpp"
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#include "lib/refarray.hpp"
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#include <boost/scoped_ptr.hpp>
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#include <iostream>
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/** just some crap to pass in as ctor argument... */
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template<class E>
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struct DummyArray : RefArray<E>
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struct DummyArray : lib::RefArray<E>
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{
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E decoy;
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E const& operator[] (uint) const { return decoy;}
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size_t size() const { return CHUNK_MAX;}
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};
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DummyArray<ChannelDescriptor> dummy1;
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DummyArray<InChanDescriptor> dummy2;
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