LUMIERA.clone/src/proc/engine/buffer-provider.hpp

133 lines
4.3 KiB
C++

/*
BUFFER-PROVIDER.hpp - Abstraction for Buffer management during playback/render
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
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 <boost/noncopyable.hpp>
#include <boost/scoped_ptr.hpp>
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<Metadata> 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<typename BU>
BuffHandle lockBufferFor ();
/** describe the kind of buffer managed by this provider */
BufferDescriptor getDescriptorFor(size_t storageSize=0);
template<typename BU>
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<typename BU>
BuffHandle
BufferProvider::lockBufferFor()
{
UNIMPLEMENTED ("convenience shortcut to announce and lock for a specific object type");
}
template<typename BU>
BufferDescriptor
BufferProvider::getDescriptor()
{
UNIMPLEMENTED ("build descriptor for automatically placing an object instance into the buffer");
}
} // namespace engine
#endif