123 lines
4.3 KiB
C++
123 lines
4.3 KiB
C++
/*
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STATE.hpp - Key Interface representing a render process and encapsulating state
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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 PROC_INTERFACE_STATE_H
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#define PROC_INTERFACE_STATE_H
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#include "pre.hpp"
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#include "proc/common.hpp"
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#include "lib/frameid.hpp"
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#include "proc/engine/buffhandle.hpp"
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#include <cstddef>
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namespace engine {
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using lumiera::FrameID;
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using lumiera::NodeID;
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class StateAdapter;
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class BuffTableStorage;
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/**
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* Abstraction denoting the state of a currently ongoing render/calculation
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* process, as it is tied to the supporting facilities of the backend.
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* An State (subclass) instance is the sole connection for the render node
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* to invoke services of the backend needed to carry out the calculations.
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*
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* @see engine::RenderInvocation top-level entrance point
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* @see nodeinvocation.hpp impl. used from \em within the nodes
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*/
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class State
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{
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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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* on the State implementation; it could be a temporary, located in
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* the cache, used for feeding calculated frames over a network, etc.
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* @return a BuffHandle encapsulating the information necessary to get
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* at the actual buffer address and for releasing the buffer.
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*/
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virtual BuffHandle allocateBuffer (BufferDescriptor const&) =0;
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/** resign control of the buffer denoted by the handle */
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virtual void releaseBuffer (BuffHandle&) =0;
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/** declare the data contained in the Buffer to be ready.
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* The caller is required to restrain itself from modifying the data
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* afterwards, as this buffer now can be used (readonly) by other
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* calculation processes in parallel.
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*/
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virtual void is_calculated (BuffHandle const&) =0;
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/** generate (or calculate) an ID denoting a media data frame
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* appearing at the given position in the render network,
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* for the time point this rendering process is currently
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* calculating data for.
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* @param NodeID the unique identification of a specific node
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* @param chanNo the number of the output channel of this node
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* @return a complete FrameID which unambiguously denotes this
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* specific frame and can be used for caching
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*/
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virtual FrameID const& genFrameID (NodeID const&, uint chanNo) =0;
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/** try to fetch an existing buffer containing the denoted frame
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* from a cache or similar backing system (e.g. network peer).
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* @return either a handle to a readonly buffer, or a null handle
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* @note the client is responsible for not modifying the provided data
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*/
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virtual BuffHandle fetch (FrameID const&) =0;
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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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namespace proc_interface {
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using engine::State;
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} // namespace proc_interface
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#endif
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