/* NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized 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. */ /** @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. * * \par assembling the implementation * This is the abstract base class of all concrete StateAdapter types. * Each ProcNode#pull() call creates such a StateAdapter on the stack, * with a concrete type according to the WiringDescriptor of the node * to pull. The concrete type is assembled by a chain of policy templates * on top of InvocationStateBase. 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 */ class StateAdapter : public State { protected: State& parent_; State& current_; StateAdapter (State& callingProcess) : parent_ (callingProcess), current_(callingProcess.getCurrentImplementation()) { } virtual State& getCurrentImplementation () { return current_; } 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 }; struct Invocation : StateAdapter { WiringDescriptor const& wiring; BuffTable& buffTab; const uint outNr; protected: Invocation (State& callingProcess, WiringDescriptor const& w, BuffTable& b, uint o) : StateAdapter(callingProcess), wiring(w), buffTab(b), outNr(o) { } }; template /////////////////TODO: rather template on the BufferProvider class InvocationImpl : private BuffTableStorage, public Invocation { protected: InvocationImpl (State& callingProcess, WiringDescriptor const& w, const uint outCh) : BuffTableStorage(w), Invocation(callingProcess, w, static_cast(*this), outCh) { } /** contains the details of Cache query and recursive calls * to the predecessor node(s), eventually followed by the * ProcNode::process() callback */ template BuffHandle retrieve () { return Strategy::step (*this); } }; class OperationBase { }; template struct QueryCache : NEXT { BuffHandle step (Invocation& ivo) { BuffHandle fetched = this->current_.fetch ( this->genFrameID ( this->requiredOutputNr)); if (fetched) return fetched; else return NEXT::step (ivo); } }; template struct PullInput : NEXT { BuffHandle step (Invocation& ivo) { this->createBuffTable(); ASSERT (this->buffTab); ASSERT (0 < this->buffTabSize()); ASSERT (this->nrO == this->nrI ); ASSERT (this->nrO+this->nrI <= this->buffTabSize()); ASSERT (this->buffTab->inHandles = &this->buffTab->handles[this->nrO]); BuffHandle *inH = this->buffTab->inHandles; BuffHandle::PBuff *inBuff = this->buffTab->inBuffs; for (uint i = 0; i < this->nrI; ++i ) { inBuff[i] = *(inH[i] = this->pullPredecessor(i)); // invoke predecessor // now Input #i is ready... } return NEXT::step (ivo); } }; template struct ReadSource : NEXT { BuffHandle step (Invocation& ivo) { this->createBuffTable(); ASSERT (this->buffTab); ASSERT (0 < this->buffTabSize()); ASSERT (this->nrO+this->nrI <= this->buffTabSize()); ASSERT (this->buffTab->inHandles = &this->buffTab->handles[this->nrO]); BuffHandle *inH = this->buffTab->inHandles; BuffHandle *outH = this->buffTab->handles; BuffHandle::PBuff *inBuff = this->buffTab->inBuffs; BuffHandle::PBuff *outBuff = this->buffTab->buffers; for (uint i = 0; i < this->nrI; ++i ) { inBuff[i] = outBuff[i] = *(inH[i] = outH[i] = this->getSource(i)); // TODO: how to access source nodes??? // now Input #i is ready... } return NEXT::step (ivo); } }; template struct AllocOutput { BuffHandle step (Invocation& ivo) { ASSERT (this->buffTab); ASSERT (this->nrO < this->buffTabSize()); BuffHandle *outH = this->buffTab->handles; BuffHandle::PBuff *outBuff = this->buffTab->buffers; for (uint i = 0; i < this->nrO; ++i ) { outBuff[i] = *(outH[i] = allocateBuffer (i)); // now Output buffer for channel #i is available... } return NEXT::step (ivo); } private: BuffHandle const& allocateBuffer (uint outCh) { BUFFSRC::getBufferProvider(this).allocateBuffer( this->getBufferDescriptor(outCh)); } }; enum OutBuffProvider { PARENT, CACHE }; template struct OutBuffSource ; template<> struct OutBuffSource { static State& getBufferProvider (Invocation& thisState) { return thisState.parent_; } }; template<> struct OutBuffSource { static State& getBufferProvider (Invocation& thisState) { return thisState.current_; } }; template struct ProcessData { BuffHandle step (Invocation& ivo) { ASSERT (this->buffTab); ASSERT (this->nrO+this->nrI <= this->buffTabSize()); ASSERT (this->validateBuffers()); // Invoke our own process() function, providing the buffer array this->wiring_.processFunction (this->buffTab->buffers); return NEXT::step (ivo); } }; template struct FeedCache { BuffHandle step (Invocation& ivo) { // declare all Outputs as finished this->current_.isCalculated(this->buffTab->handles, this->nrO); return NEXT::step (ivo); } }; template struct ReleaseBuffers { BuffHandle step (Invocation& ivo) { // all buffers besides the required Output no longer needed this->current_.releaseBuffers(this->buffTab->handles, this->buffTabSize(), this->requiredOutputNr); return this->buffTab->outH[this->requiredOutputNr]; } }; /* === declare the possible Assembly of these elementary steps === */ template struct Strategy ; template struct SelectBuffProvider; template<> struct SelectBuffProvider : OutBuffSource { }; template<> struct SelectBuffProvider : OutBuffSource{ }; template<> struct SelectBuffProvider : OutBuffSource { }; template<> struct SelectBuffProvider<> : OutBuffSource{ }; using lumiera::typelist::Config; template struct Strategy< Config > : QueryCache< PullInput< AllocOutput, ProcessData< FeedCache< ReleaseBuffers< OperationBase > > > > > > { }; template struct Strategy< Config > : PullInput< AllocOutput, ProcessData< ReleaseBuffers< OperationBase > > > > { }; template<> struct Strategy< Config<> > : ReadSource< ReleaseBuffers< OperationBase > > { }; template<> struct Strategy< Config > : Strategy< Config<> > { }; template<> struct Strategy< Config > : ReadSource< AllocOutput, ProcessData< // wiring_.processFunction is supposed to do just buffer copying here ReleaseBuffers< OperationBase > > > > { }; } // namespace engine #endif