/*
This file is part of Ingen.
Copyright 2007-2016 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_RUNCONTEXT_HPP
#define INGEN_ENGINE_RUNCONTEXT_HPP
#include
#include "ingen/Atom.hpp"
#include "ingen/World.hpp"
#include "raul/RingBuffer.hpp"
#include "types.hpp"
namespace Ingen {
namespace Server {
class Engine;
class PortImpl;
class Task;
/** Graph execution context.
*
* This is used to pass whatever information a Node might need to process; such
* as the current time, a sink for generated events, etc.
*
* Note the logical distinction between nframes (jack relative) and start/end
* (timeline relative). If transport speed != 1.0, then end-start != nframes
* (though currently this is never the case, it may be if ingen incorporates
* tempo and varispeed).
*
* \ingroup engine
*/
class RunContext
{
public:
/** Create a new run context.
*
* @param engine The engine this context is running within.
* @param id The ID of this context.
* @param threaded If true, then this context is a worker which will launch
* a thread and execute tasks as they become available.
*/
RunContext(Engine& engine, unsigned id, bool threaded);
/** Create a sub-context of `parent`.
*
* This is used to subdivide process cycles, the sub-context is
* lightweight and only serves to pass different time attributes.
*/
RunContext(const RunContext& parent);
virtual ~RunContext();
/** Return true iff the given port should broadcast its value.
*
* Whether or not broadcasting is actually done is a per-client property,
* this is for use in the audio thread to quickly determine if the
* necessary calculations need to be done at all.
*/
bool must_notify(const PortImpl* port) const;
/** Send a notification from this run context.
* @return false on failure (ring is full)
*/
bool notify(LV2_URID key = 0,
FrameTime time = 0,
PortImpl* port = 0,
uint32_t size = 0,
LV2_URID type = 0,
const void* body = NULL);
/** Emit pending notifications in some other non-realtime thread. */
void emit_notifications(FrameTime end);
/** Return true iff any notifications are pending. */
bool pending_notifications() const { return _event_sink->read_space(); }
/** Return the duration of this cycle in microseconds.
*
* This is the cycle length in frames (nframes) converted to microseconds,
* that is, the amount of real time that this cycle's audio represents.
* Note that this is unrelated to the amount of time available to execute a
* cycle (other than the fact that it must be processed in significantly
* less time to avoid a dropout when running in real time).
*/
inline uint64_t duration() const {
return (uint64_t)_nframes * 1e6 / _rate;
}
inline void locate(FrameTime s, SampleCount nframes) {
_start = s;
_end = s + nframes;
_nframes = nframes;
}
inline void slice(SampleCount offset, SampleCount nframes) {
_offset = offset;
_nframes = nframes;
}
inline void set_task(Task* task) {
_task = task;
}
void set_priority(int priority);
void set_rate(SampleCount rate) { _rate = rate; }
inline Engine& engine() const { return _engine; }
inline Task* task() const { return _task; }
inline unsigned id() const { return _id; }
inline FrameTime start() const { return _start; }
inline FrameTime time() const { return _start + _offset; }
inline FrameTime end() const { return _end; }
inline SampleCount offset() const { return _offset; }
inline SampleCount nframes() const { return _nframes; }
inline SampleCount rate() const { return _rate; }
inline bool realtime() const { return _realtime; }
protected:
const RunContext& operator=(const RunContext& copy) = delete;
void run();
Engine& _engine; ///< Engine we're running in
Raul::RingBuffer* _event_sink; ///< Port updates from process context
Task* _task; ///< Currently executing task
std::thread* _thread; ///< Thread (NULL for main run context)
unsigned _id; ///< Context ID
FrameTime _start; ///< Start frame of this cycle, timeline relative
FrameTime _end; ///< End frame of this cycle, timeline relative
SampleCount _offset; ///< Offset into data buffers
SampleCount _nframes; ///< Number of frames past offset to process
SampleCount _rate; ///< Sample rate in Hz
bool _realtime; ///< True iff context is hard realtime
bool _copy; ///< True iff this is a copy (shared event_sink)
};
} // namespace Server
} // namespace Ingen
#endif // INGEN_ENGINE_RUNCONTEXT_HPP