/* 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 "Runner.hpp" #include "types.hpp" namespace Ingen { namespace Server { class BlockImpl; 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 Runner { public: using BlockTask = Task; /** Create a new run context. * * @param engine The engine this context is running within. * @param event_sink Sink for notification events (peaks etc) * @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, Raul::RingBuffer* event_sink, 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); /** 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; } /** Claim a parallel task, and signal others that work is available. */ void claim_task(BlockTask* task) override; /** Steal a task from some other context if possible. */ BlockTask* steal_task() const override; /** Run `unit`. */ void run_unit(BlockImpl* unit) override; void set_priority(int priority); void set_rate(SampleCount rate) { _rate = rate; } void join(); inline Engine& engine() const { return _engine; } inline BlockTask* 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 BlockTask* _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 }; } // namespace Server } // namespace Ingen #endif // INGEN_ENGINE_RUNCONTEXT_HPP