139 lines
4.4 KiB
C++
139 lines
4.4 KiB
C++
/*
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BUFFHANDLE.hpp - Buffer handling support for the render engine
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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
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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 buffhandle.hpp
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** Various bits needed to support the buffer management within the render nodes.
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** When pulling data from predecessor nodes and calculating new data, each render node
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** needs several input and output buffers. These may be allocated and provided by several
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** different "buffer providers" (for example the frame cache). Typically, the real buffers
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** will be passed as parameters to the actual job instance when scheduled, drawing on the
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** results of prerequisite jobs. Yet the actual job implementation remains agnostic with
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** respect to the way actual buffers are provided; the invocation just pushes BuffHandle
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** objects around. The actual render function gets an array of C-pointers to the actual
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** buffers, and for accessing those buffers, the node needs to keep a table of buffer
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** pointers, and for releasing the buffers later on, we utilise the buffer handles.
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** The usage pattern of those buffer pointer tables is stack-like, thus the actual
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** implementation utilises a single large buffer pointer array per pull() call
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** sequence and dynamically claims small chunks for each node.
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**
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** @see nodewiring-def.hpp
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** @see nodeoperation.hpp
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** @see bufftable.hpp storage for the buffer table
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** @see engine::RenderInvocation
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*/
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#ifndef ENGINE_BUFFHANDLE_H
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#define ENGINE_BUFFHANDLE_H
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#include "lib/error.hpp"
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#include "lib/streamtype.hpp"
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#include "lib/bool-checkable.hpp"
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namespace engine {
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/**
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* Handle for a buffer for processing data, abstracting away the actual implementation.
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* The real buffer pointer can be retrieved by dereferencing this smart-handle class.
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*
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* @todo as of 6/2011 it isn't clear how buffer handles are actually created
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* and how the lifecycle (and memory) management works
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*/
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struct BuffHandle
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: lib::BoolCheckable<BuffHandle>
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{
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typedef lumiera::StreamType::ImplFacade::DataBuffer Buff;
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typedef Buff* PBuff;
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PBuff
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operator->() const
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{
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return pBuffer_;
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}
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Buff&
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operator* () const
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{
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ENSURE (pBuffer_);
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return *pBuffer_;
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}
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bool
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isValid() const
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{
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return pBuffer_;
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}
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//////////////////////TODO: the whole logic how to create a BuffHandle needs to be solved in a more clever way. --> TICKET #249
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BuffHandle()
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: pBuffer_(0),
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sourceID_(0)
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{ }
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/**
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* @deprecated placeholder implementation
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* @todo rework the Lifecycle handling of buffers //////////TICKET #249
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*/
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BuffHandle(PBuff existingBuffer)
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: pBuffer_(existingBuffer)
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, sourceID_(0)
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{ }
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private:
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PBuff pBuffer_;
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long sourceID_; ////TICKET #249 this is a placeholder for a "type-like information", to be used for lifecycle management and sanity checks....
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};
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/**
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* Buffer Type information.
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* Given a BufferDescriptor, it is possible to allocate a buffer
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* of suitable size and type by using BufferProvider::lockBuffer().
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*/
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struct BufferDescriptor
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{
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long typeToken_;
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};
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class ProcNode;
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typedef ProcNode* PNode;
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struct ChannelDescriptor ///////TODO collapse this with BufferDescriptor?
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{
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BufferDescriptor bufferType;
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};
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struct InChanDescriptor : ChannelDescriptor
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{
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PNode dataSrc; ///< the ProcNode to pull this input from
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uint srcChannel; ///< output channel to use on the predecessor node
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};
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} // namespace engine
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#endif
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