/*
This file is part of Ingen.
Copyright 2007-2012 David Robillard
Ingen is free software: you can redistribute it and/or modify it under the
terms of the GNU Affero General Public License as published by the Free
Software Foundation, either version 3 of the License, or any later version.
Ingen 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 Affero General Public License for details.
You should have received a copy of the GNU Affero General Public License
along with Ingen. If not, see .
*/
#ifndef INGEN_ENGINE_NODEIMPL_HPP
#define INGEN_ENGINE_NODEIMPL_HPP
#include
#include
#include "raul/Array.hpp"
#include "raul/AtomicInt.hpp"
#include "raul/Semaphore.hpp"
#include "BufferRef.hpp"
#include "Context.hpp"
#include "GraphObjectImpl.hpp"
#include "PortType.hpp"
#include "types.hpp"
namespace Raul {
template class List;
class Maid;
}
namespace Ingen {
class Plugin;
namespace Server {
class Buffer;
class BufferFactory;
class Context;
class MessageContext;
class PatchImpl;
class PluginImpl;
class PortImpl;
class ProcessContext;
/** A Node (or "module") in a Patch (which is also a Node).
*
* A Node is a unit with input/output ports, a process() method, and some other
* things.
*
* \ingroup engine
*/
class NodeImpl : public GraphObjectImpl
{
public:
NodeImpl(PluginImpl* plugin,
const Raul::Symbol& symbol,
bool poly,
PatchImpl* parent,
SampleRate rate);
virtual ~NodeImpl();
virtual GraphType graph_type() const { return NODE; }
/** Activate this Node.
*
* This function must be called in a non-realtime thread before it is
* inserted in to a patch. Any non-realtime actions that need to be
* done before the Node is ready for use should be done here.
*/
virtual void activate(BufferFactory& bufs);
/** Deactivate this Node.
*
* This function must be called in a non-realtime thread after the
* node has been removed from its patch (i.e. processing is finished).
*/
virtual void deactivate();
/** Return true iff this node is activated */
bool activated() { return _activated; }
/** Parallelism: Reset flags for start of a new cycle. */
virtual void reset_input_ready();
/** Parallelism: Claim this node (to wait on its input).
* Only one thread will ever take this lock on a particular Node.
* \return true if lock was aquired, false otherwise
*/
virtual bool process_lock();
/** Parallelism: Unclaim this node (let someone else wait on its input).
* Only a thread which successfully called process_lock may call this.
*/
virtual void process_unlock();
/** Parallelism: Wait for signal that input is ready.
* Only a thread which successfully called process_lock may call this.
*/
virtual void wait_for_input(ProcessContext& context, size_t num_providers);
/** Parallelism: Signal that input is ready. Realtime safe.
* Calling this will wake up the thread which blocked on wait_for_input
* if there is one, and otherwise cause it to return true the next call.
* \return true if lock was aquired and input is ready, false otherwise
*/
virtual void signal_input_ready(ProcessContext& context);
/** Parallelism: Return the number of providers that have signalled. */
virtual unsigned n_inputs_ready() const { return _n_inputs_ready.get(); }
/** Learn the next incoming MIDI event (for internals) */
virtual void learn() {}
/** Run the node for one instant in the non-realtime worker thread. */
virtual void message_process(MessageContext& context) {}
/** Do whatever needs doing in the process thread before process() is called */
virtual void pre_process(ProcessContext& context);
/** Run the node for @a nframes input/output.
*
* @a start and @a end are transport times: end is not redundant in the case
* of varispeed, where end-start != nframes.
*/
virtual void process(ProcessContext& context) = 0;
/** Do whatever needs doing in the process thread after process() is called */
virtual void post_process(ProcessContext& context);
/** Set the buffer of a port to a given buffer (e.g. connect plugin to buffer) */
virtual void set_port_buffer(uint32_t voice,
uint32_t port_num,
BufferRef buf,
SampleCount offset);
virtual GraphObject* port(uint32_t index) const;
virtual PortImpl* port_impl(uint32_t index) const { return (*_ports)[index]; }
/** Nodes that are connected to this Node's inputs. */
std::list& providers() { return _providers; }
/** Nodes are are connected to this Node's outputs. */
std::list& dependants() { return _dependants; }
/** Flag node as polyphonic.
*
* Note this will not actually allocate voices etc., prepare_poly
* and apply_poly must be called after this function to truly make
* a node polyphonic.
*/
virtual void set_polyphonic(bool p) { _polyphonic = p; }
virtual bool prepare_poly(BufferFactory& bufs, uint32_t poly);
virtual bool apply_poly(
ProcessContext& context, Raul::Maid& maid, uint32_t poly);
/** Information about the Plugin this Node is an instance of.
* Not the best name - not all nodes come from plugins (e.g. Patch)
*/
virtual PluginImpl* plugin_impl() const { return _plugin; }
/** Information about the Plugin this Node is an instance of.
* Not the best name - not all nodes come from plugins (ie Patch)
*/
virtual const Plugin* plugin() const;
virtual void plugin(PluginImpl* pi) { _plugin = pi; }
virtual void set_buffer_size(Context& context,
BufferFactory& bufs,
LV2_URID type,
uint32_t size);
/** The Patch this Node belongs to. */
inline PatchImpl* parent_patch() const { return (PatchImpl*)_parent; }
Context::ID context() const { return _context; }
uint32_t num_ports() const { return _ports ? _ports->size() : 0; }
virtual uint32_t polyphony() const { return _polyphony; }
/** Used by the process order finding algorithm (ie during connections) */
bool traversed() const { return _traversed; }
void traversed(bool b) { _traversed = b; }
protected:
PluginImpl* _plugin;
Raul::Array* _ports; ///< Access in audio thread only
Context::ID _context; ///< Context this node runs in
uint32_t _polyphony;
Raul::Semaphore _input_ready; ///< Parallelism: input ready signal
Raul::AtomicInt _process_lock; ///< Parallelism: Waiting on inputs 'lock'
Raul::AtomicInt _n_inputs_ready; ///< Parallelism: # input ready signals this cycle
std::list _providers; ///< Nodes connected to this one's input ports
std::list _dependants; ///< Nodes this one's output ports are connected to
bool _polyphonic;
bool _activated;
bool _traversed; ///< Flag for process order algorithm
};
} // namespace Server
} // namespace Ingen
#endif // INGEN_ENGINE_NODEIMPL_HPP