/* BUFFER-PROVIDER.hpp - Abstraction for Buffer management during playback/render Copyright (C) Lumiera.org 2011, 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. */ /** @file buffer-provider.hpp ** Abstraction to represent buffer management and lifecycle within the render engine. ** It turns out that -- throughout the render engine implementation -- we never need ** direct access to the buffers holding media data. Buffers are just some entity to be \em managed, ** i.e. "allocated", "locked" and "released"; the actual meaning of these operations is an implementation detail. ** The code within the render engine just pushes around BufferHandle objects, which act as a front-end, ** being created by and linked to a BufferProvider implementation. There is no need to manage the lifecycle ** of buffers automatically, because the use of buffers is embedded into the render calculation cycle, ** which follows a rather strict protocol anyway. Relying on the capabilities of the scheduler, ** the sequence of individual jobs in the engine ensures... ** - that the availability of a buffer was ensured prior to planning a job ("buffer allocation") ** - that a buffer handle was obtained ("locked") prior to any operation requiring a buffer ** - that buffers are marked as free ("released") after doing the actual calculations. ** ** @see state.hpp ** @see output-slot.hpp */ #ifndef PROC_ENGINE_BUFFR_PROVIDER_H #define PROC_ENGINE_BUFFR_PROVIDER_H #include "lib/error.hpp" #include "lib/symbol.hpp" #include "proc/engine/buffhandle.hpp" #include #include namespace engine { using boost::scoped_ptr; using lib::Literal; class Metadata; /** * Interface: a facility providing and managing working buffers for media calculations. * The pointer to actual buffer storage can be retrieved by * - optionally announcing the required buffer(s) beforehand * - "locking" a buffer to yield a buffer handle * - dereferencing this smart-handle class * * @todo as of 6/2011 buffer management within the engine is still a bit vague */ class BufferProvider : boost::noncopyable { scoped_ptr meta_; protected: BufferProvider (Literal implementationID); public: virtual ~BufferProvider(); ///< this is an interface virtual BuffHandle lockBufferFor (BufferDescriptor const&) =0; virtual void releaseBuffer (BuffHandle const&) =0; template BuffHandle lockBufferFor (); /** describe the kind of buffer managed by this provider */ BufferDescriptor getDescriptorFor(size_t storageSize=0); template BufferDescriptor getDescriptor(); /* === API for BuffHandle internal access === */ bool verifyValidity (BufferDescriptor const&); }; /* === Implementation === */ /** convenience shortcut: * prepare and claim ("lock") a buffer suitable * to hold an object of the given type. * @return a handle embedding a suitably configured * buffer descriptor. The corresponding buffer * has been allocated and marked for exclusive use */ template BuffHandle BufferProvider::lockBufferFor() { UNIMPLEMENTED ("convenience shortcut to announce and lock for a specific object type"); } template BufferDescriptor BufferProvider::getDescriptor() { UNIMPLEMENTED ("build descriptor for automatically placing an object instance into the buffer"); } } // namespace engine #endif