/* 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 "ingen/Node.hpp" #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; class Port; 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, virtual public Node { public: NodeImpl(PluginImpl* plugin, const Raul::Symbol& symbol, bool poly, PatchImpl* parent, SampleRate rate); virtual ~NodeImpl(); /** 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 Port* 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