202 lines
6.3 KiB
C++
202 lines
6.3 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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class BufferProvider;
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/**
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* An opaque descriptor to identify the type and further properties of a data buffer.
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* For each kind of buffer, there is somewhere a BufferProvider responsible for the
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* actual storage management. This provider may "lock" a buffer for actual use,
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* returning a BuffHandle.
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* @note this descriptor and especially the #subClassification_ is really owned
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* by the BufferProvider, which may use (and even change) the opaque contents
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* to organise the internal buffer management.
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*
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* @todo try to move that definition into buffer-provider.hpp ////////////////////////////////////TICKET #249
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*/
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class BufferDescriptor
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{
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BufferProvider* provider_;
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uint64_t subClassification_;
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BufferDescriptor(BufferProvider& manager, uint64_t detail)
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: provider_(&manager)
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, subClassification_(detail)
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{ }
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friend class BufferProvider;
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public:
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// using standard copy operations
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bool verifyValidity() const;
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};
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class ProcNode;
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typedef ProcNode* PNode;
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struct ChannelDescriptor ///////TODO really need to define that here? it is needed for node wiring only
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{
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const lumiera::StreamType * bufferType; /////////////////////////////////////////TICKET #828
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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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/**
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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 //////////////////////TICKET #249 rework BuffHandle creation and usage
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*/
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class BuffHandle
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: public lib::BoolCheckable<BuffHandle>
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{
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typedef lumiera::StreamType::ImplFacade::DataBuffer Buff;
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BufferDescriptor descriptor_;
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Buff* pBuffer_;
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public:
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typedef Buff* PBuff;
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/** @internal a buffer handle may be obtained by "locking"
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* a buffer from the corresponding BufferProvider */
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BuffHandle(BufferDescriptor const& typeInfo, PBuff storage = 0)
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: descriptor_(typeInfo)
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, pBuffer_(storage)
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{ }
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// using standard copy operations
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void release();
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template<typename BU>
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BU& create();
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template<typename BU>
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BU& accessAs();
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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 bool(pBuffer_)
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&& descriptor_.verifyValidity();
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}
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size_t
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size() const
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{
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UNIMPLEMENTED ("forward to the buffer provider for storage size diagnostics");
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}
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};
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/* === Implementation details === */
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/** convenience shortcut: place and maintain an object within the buffer.
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* This operation performs the necessary steps to attach an object;
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* if the buffer isn't locked yet, it will do so. Moreover, the created
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* object will be owned by the buffer management facilities, i.e. the
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* destructor is registered as cleanup function.
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*/
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template<typename BU>
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BU&
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BuffHandle::create()
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{
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UNIMPLEMENTED ("convenience shortcut to attach/place an object in one sway");
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}
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/** convenience shortcut: access the buffer contents in a typesafe fashion.
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* This is equivalent to a plain dereferentiation with additional metadata check
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* @throw error::Logic in case of type mismatch \c LUMIERA_ERROR_WRONG_TYPE
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*/
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template<typename BU>
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BU&
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BuffHandle::accessAs()
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{
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UNIMPLEMENTED ("convenience shortcut to access buffer contents typesafe");
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}
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} // namespace engine
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#endif
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