- define organisation of vault-layer namespaces - define the ground plan of the scheduler implementation
357 lines
12 KiB
C++
357 lines
12 KiB
C++
/*
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JOB.h - render job closure
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Copyright (C) Lumiera.org
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2012, 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
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the 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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/** @file job.h
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** Definition of a render job.
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** Jobs are defined within Steam-Layer and passed to the scheduler in the Back-end
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** for time bound invocation. This header defines the data structures used to describe
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** a job, and the basic data structures used by the scheduler to keep track of individual
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** jobs. Moreover, within the C++ part of this header, some classes are layered on top
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** of these data structures; especially the JobClosure ABC describes the _generic part_
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** of each job, while the "moving parts" are embedded within the lumiera_jobParameter.
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**
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** A render job is a parameterless function, ready to be invoked by the scheduler..
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** Since every non trivial job actually needs some parameters (at least a frame number)
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** and relies on additional definitions and data structures, a _closure_ is created
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** to make these dependencies explicit and opaque for the scheduler. The actual
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** job invocation is forwarded to a virtual function JobClosure#invokeJobOperation(JobParameter),
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** which is defined "somewhere" in a subclass and remains opaque for the scheduler;
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** the \link steam::engine::Dispatcher frame dispatcher \endlink takes care to configure
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** each job descriptor with the correct pointer to a concrete closure prior to handing
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** the job over to the scheduler.
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**
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** @warning as of 4/2023 the Job datastructure will be remoulded ///////////////////////////////////////////TICKET #1280
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**
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** @see SchedulerFrontend
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** @see JobTicket
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**
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*/
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#ifndef VAULT_GEAR_JOB_H
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#define VAULT_GEAR_JOB_H
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#include "lib/llist.h"
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#include "lib/hash-value.h"
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#include "lib/time.h"
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enum JobState
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{
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DONE, ///< mission accomplished
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RUNNING, ///< job is currently running
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WAITING, ///< waiting for some prerequisite
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REJECTED, ///< sorry, can't do that Dave
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EXPIRED, ///< deadline expired
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ABORTED ///< got aborted
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};
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enum JobKind
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{
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CALC_JOB, ///< calculating frame data, CPU bound
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LOAD_JOB, ///< accessing prerequisites, IO bound
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META_JOB ///< render process self organisation
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};
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enum JobPriority
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{
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TIMEBOUND_JOB, ///< regular job scheduled for time-bound delivery
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PAUSED_JOB, ///< @todo do we need this special state?
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ASAP_JOB, ///< job for freewheeling calculation of final results
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BACKGROUND_JOB ///< background rendering job
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};
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/**
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* @todo find out about the possible kinds of failure
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*/
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enum JobFailureReason
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{
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TIMEOUT,
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PREREQUISITE_NOT_AVAILABLE ///////////////TODO
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};
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typedef int64_t FrameCnt;
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/**
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* closure representing the execution context of a job.
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* The information reachable through this closure is specific
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* for this kind of job, but static and typically shared among
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* all jobs for a given feed and segment of the timeline
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*/
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struct lumiera_jobClosure { /* placeholder */ };
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typedef struct lumiera_jobClosure* LumieraJobClosure;
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/** opaque ID attached to each individual job invocation.
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* Used by the implementation of the Jobs (i.e. the JobClosure)
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* for internal organisation; will be fed back on job activation.
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* @todo 4/2023 for the time being, this is a mere marker for test code;
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* for the real engine it is planned to generate a unique reproducible
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* hash key for each invocation, which can be used for caching; obviously
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* this hash need to be built from the JobTicket, based on ProcNode structure
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* and the nominal Time. ///////////////////////////////////TICKET #1293
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*/
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union InvocationInstanceID
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{
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lumiera_uid luid{0};
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/* ----- alternative accessors for test code ---- */
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FrameCnt frameNumber;
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struct { int32_t a,b;
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int64_t t;
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} part;
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};
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/**
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* invocation parameter for the individual frame calculation job.
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* Embedded into the job descriptor and passed to #lumiera_job_invoke when triggering
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*/
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struct lumiera_jobParameter_struct
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{
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gavl_time_t nominalTime; /////////////////////////////////////////////////////////////////////////TICKET #1295 job invocation parameter: framework to interpret this time
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InvocationInstanceID invoKey;
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//////////////////////////////////////////////////////////////TODO: place an additional parameter value here, or make the instanceID globally unique?
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////////////////////////////////////////////////////////////////////////////////////TICKET #1293 job invocation identity
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};
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typedef struct lumiera_jobParameter_struct lumiera_jobParameter;
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typedef lumiera_jobParameter* LumieraJobParameter;
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/** complete definition of an individual job */
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struct lumiera_jobDefinition_struct
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{
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LumieraJobClosure jobClosure; ///< type and context of the job, including the actual functor
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lumiera_jobParameter parameter; ///< the "moving parts" for this individual invocation (Job)
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};
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typedef struct lumiera_jobDefinition_struct lumiera_jobDefinition;
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typedef lumiera_jobDefinition* LumieraJobDefinition;
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/**
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* Description of a job. Jobs are passed by the Steam-Layer to the Back-End.
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*
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* This descriptor record is used by the scheduler to organise job invocation.
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* The actual job's definition, i.e. the invocation parameter and the closure
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* necessary to invoke the job as a function is embedded (by value)
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* into this descriptor.
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*
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* @remarks all fields of interest only to the vault layer,
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* except #jobDefinition, which is provided by and of
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* interest to the Steam-Layer
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* @note while this descriptor as such is self-contained,
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* the referred LumieraJobClosure needs to be allocated
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* and managed separately. Indeed, this closure happens
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* to live within the segment data, as part of the JobTicket.
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*/
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struct lumiera_jobDescriptor_struct
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{
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gavl_time_t deadline; ///< given in real wall clock time
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JobState jobState;
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lumiera_jobDefinition jobDefinition; ///< of interest only to Steam-Layer
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/* == Job prerequisites == */
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LList waiting;
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LList failed;
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LList completed;
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};
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typedef struct lumiera_jobDescriptor_struct lumiera_jobDescriptor;
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typedef lumiera_jobDescriptor* LumieraJobDescriptor;
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#ifdef __cplusplus /* ============== C++ Interface ================= */
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namespace vault{
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namespace gear {
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using lib::time::TimeValue;
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using lib::time::Time;
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using lib::HashVal;
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typedef lumiera_jobParameter const& JobParameter;
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/** @todo refactoring 4/23 -- will replace JobClosure */
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class JobFunctor /////////////////////////////////////////////////////TICKET #1287 : rework Job representation
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: util::NonCopyable // ....has distinct identity and stable address
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{
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public:
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virtual ~JobFunctor(); ///< this is an interface
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};
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/**
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* Interface of the closure for frame rendering jobs.
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* Hidden behind this interface resides all of the context re-building
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* and invocation mechanics to get the actual calculations going. While
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* the job descriptor, as handled by the scheduler, contains the variable
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* "moving parts", the corresponding job closure represents the execution
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* context of a job and is shared between several jobs within the same
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* segment of the timeline.
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*
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* This allows us to enqueue simple job-"functions" with the scheduler.
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* By virtue of the JobClosure-pointer, embedded into #lumiera_jobDefinition,
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* the invocation of such a job may re-gain the full context, including the
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* actual ProcNode to pull and further specifics, like the media channel.
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* @deprecated 4/23 plain-C data structures are removed from the Scheduler interface; transition to JobFunctor
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*/ /////////////////////////////////////////////////////TICKET #1287 : rework Job representation
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class JobClosure
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: public lumiera_jobClosure
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, public JobFunctor /////////////////////////////////////////////////////TICKET #1287 : rework Job representation
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{
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public:
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virtual ~JobClosure(); ///< this is an interface
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virtual void invokeJobOperation (JobParameter parameter) =0;
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virtual void signalFailure (JobParameter,JobFailureReason) =0;
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virtual JobKind getJobKind() const =0;
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virtual bool verify (Time, InvocationInstanceID) const =0;
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virtual HashVal hashOfInstance(InvocationInstanceID) const =0;
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virtual InvocationInstanceID buildInstanceID(HashVal)const =0; ////////////////////////////TICKET #1293 : a size_t hash? or a LUID?
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lib::HashVal hash_value (JobParameter) const;
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};
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/**
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* Individual frame rendering task, forwarding to a closure.
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* This functor encodes all information necessary to trigger
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* and invoke the actual rendering operation. It will be embedded
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* by value into a job descriptor and then enqueued with the scheduler
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* for invocation just in time. The job interface exposes everything necessary
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* to plan, handle, schedule and abort jobs. The implementation refers to the
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* concrete "execution plan" encoded into the corresponding engine::JobTicket.
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* The latter is embedded into the storage for one segment of the low-level model
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* and thus is shared for all frames and channels within this part of the timeline.
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* Thus, the lumiera_jobParameter struct contains the "moving parts"
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* different for each \em individual job.
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*/
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class Job
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: public lumiera_jobDefinition
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{
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public:
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Job (JobClosure& specificJobDefinition
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,InvocationInstanceID invoKey
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,Time nominalFrameTime)
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{
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this->jobClosure = &specificJobDefinition;
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this->parameter.nominalTime = _raw(nominalFrameTime);
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this->parameter.invoKey = invoKey;
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}
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// using standard copy operations
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void triggerJob() const;
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void signalFailure (JobFailureReason) const;
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Time
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getNominalTime() const
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{
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return Time (TimeValue(parameter.nominalTime));
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}
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InvocationInstanceID
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getInvocationInstanceID() const
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{
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return this->parameter.invoKey;
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}
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JobKind getKind() const;
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bool isValid() const;
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bool usesClosure (JobClosure const&) const;
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/** provide a hash based Job ID */
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friend lib::HashVal hash_value (Job const&);
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};
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inline bool
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operator== (Job const& left, Job const& right)
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{
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return hash_value (left) == hash_value (right);
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}
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inline bool
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operator!= (Job const& left, Job const& right)
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{
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return hash_value (left) != hash_value (right);
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}
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}} // namespace vault::gear
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extern "C" {
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#endif /* =========================== C Interface ===================== */
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/** trigger execution of a specific job,
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* assuming availability of all prerequisites */
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void lumiera_job_invoke (LumieraJobDefinition);
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/** signal inability to invoke this job
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* @todo decide what and how to communicate details of the failure
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* @remarks the purpose of this function is to allow for reliable checkpoints
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* within the network of dependent job invocations, even after
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* missing deadlines or aborting a sequence of jobs */
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void lumiera_job_failure (LumieraJobDefinition, JobFailureReason);
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/** calculate a hash value based on the Job's \em identity. */
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size_t lumiera_job_get_hash (LumieraJobDefinition);
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int lumiera_invokey_eq (void* l, void* r);
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#ifdef __cplusplus
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}
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#endif
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#endif /*VAULT_GEAR_JOB_H*/
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