/* STATE.hpp - Key Interface representing a render process and encapsulating state Copyright (C) Lumiera.org 2008, Hermann Vosseler 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. */ #ifndef PROC_INTERFACE_STATE_H #define PROC_INTERFACE_STATE_H #include "pre.hpp" #include "proc/common.hpp" #include "lib/frameid.hpp" #include "proc/engine/buffhandle.hpp" #include namespace engine { using lumiera::FrameID; using lumiera::NodeID; class StateAdapter; class BuffTableStorage; /** * Abstraction denoting the state of a currently ongoing render/calculation * process, as it is tied to the supporting facilities of the backend. * An State (subclass) instance is the sole connection for the render node * to invoke services of the backend needed to carry out the calculations. * * @see engine::RenderInvocation top-level entrance point * @see nodeinvocation.hpp impl. used from \em within the nodes */ class State { public: /** allocate a new writable buffer with type and size according to * the BufferDescriptor. The actual provider of this buffer depends * on the State implementation; it could be a temporary, located in * the cache, used for feeding calculated frames over a network, etc. * @return a BuffHandle encapsulating the information necessary to get * at the actual buffer address and for releasing the buffer. */ virtual BuffHandle allocateBuffer (BufferDescriptor const&) =0; /** resign control of the buffer denoted by the handle */ virtual void releaseBuffer (BuffHandle&) =0; /** declare the data contained in the Buffer to be ready. * The caller is required to restrain itself from modifying the data * afterwards, as this buffer now can be used (readonly) by other * calculation processes in parallel. */ virtual void is_calculated (BuffHandle const&) =0; /** generate (or calculate) an ID denoting a media data frame * appearing at the given position in the render network, * for the time point this rendering process is currently * calculating data for. * @param NodeID the unique identification of a specific node * @param chanNo the number of the output channel of this node * @return a complete FrameID which unambiguously denotes this * specific frame and can be used for caching */ virtual FrameID const& genFrameID (NodeID const&, uint chanNo) =0; /** try to fetch an existing buffer containing the denoted frame * from a cache or similar backing system (e.g. network peer). * @return either a handle to a readonly buffer, or a null handle * @note the client is responsible for not modifying the provided data */ virtual BuffHandle fetch (FrameID const&) =0; /** necessary for creating a local BuffTableChunk */ virtual BuffTableStorage& getBuffTableStorage() =0; protected: virtual ~State() {}; /** resolves to the State object currently "in charge". * Intended as a performance shortcut to avoid calling * up through a chain of virtual functions when deep down * in chained ProcNode::pull() calls. This allows derived * classes to proxy the state interface. */ virtual State& getCurrentImplementation () =0; friend class engine::StateAdapter; }; } // namespace engine namespace proc_interface { using engine::State; } // namespace proc_interface #endif