#include <state.hpp>

An State (subclass) instance is the sole connection for the render node to invoke services of the backend needed to carry out the calculations.
nodeinvocation.hpp impl. used from within the nodes
Definition at line 55 of file state.hpp.
Public Member Functions | |
| virtual BuffHandle | allocateBuffer (BufferDescriptor const &)=0 |
| allocate a new writable buffer with type and size according to the BufferDescriptor. | |
| virtual BuffHandle | fetch (FrameID const &)=0 |
| try to fetch an existing buffer containing the denoted frame from a cache or similar backing system (e.g. | |
| virtual FrameID const & | genFrameID (NodeID const &, uint chanNo)=0 |
| generate (or calculate) an ID denoting a media data frame appearing at the given position in the render network, for the time point this rendering process is currently calculating data for. | |
| virtual BuffTableStorage & | getBuffTableStorage ()=0 |
| necessary for creating a local BuffTableChunk | |
| virtual void | is_calculated (BuffHandle const &)=0 |
| declare the data contained in the Buffer to be ready. | |
| virtual void | releaseBuffer (BuffHandle &)=0 |
| resign control of the buffer denoted by the handle | |
Protected Member Functions | |
| virtual State & | getCurrentImplementation ()=0 |
| resolves to the State object currently "in charge". | |
Friends | |
| class | engine::StateAdapter |
| virtual BuffHandle engine::State::allocateBuffer | ( | BufferDescriptor const & | ) | [pure virtual] |
allocate a new writable buffer with type and size according to the BufferDescriptor.
The actual provider of this buffer depends on the State implementation; it could be a temporary, located in the cache, used for feeding calculated frames over a network, etc.
Implemented in engine::AllocBufferFromParent, and engine::AllocBufferFromCache.
Referenced by engine::AllocBufferFromCache::allocateBuffer(), and engine::AllocBufferFromParent::allocateBuffer().

| virtual BuffHandle engine::State::fetch | ( | FrameID const & | ) | [pure virtual] |
try to fetch an existing buffer containing the denoted frame from a cache or similar backing system (e.g.
network peer).
Implemented in engine::StateAdapter.
Referenced by engine::StateAdapter::fetch().

generate (or calculate) an ID denoting a media data frame appearing at the given position in the render network, for the time point this rendering process is currently calculating data for.
| NodeID | the unique identification of a specific node | |
| chanNo | the number of the output channel of this node |
Implemented in engine::Invocation.
Referenced by engine::Invocation::genFrameID().

| virtual BuffTableStorage& engine::State::getBuffTableStorage | ( | ) | [pure virtual] |
necessary for creating a local BuffTableChunk
Implemented in engine::StateAdapter.
Referenced by engine::StateAdapter::getBuffTableStorage().

| virtual State& engine::State::getCurrentImplementation | ( | ) | [protected, pure virtual] |
resolves to the State object currently "in charge".
Intended as a performance shortcut to avoid calling up through a chain of virtual functions when deep down in chained ProcNode::pull() calls. This allows derived classes to proxy the state interface.
Implemented in engine::StateAdapter.
| virtual void engine::State::is_calculated | ( | BuffHandle const & | ) | [pure virtual] |
declare the data contained in the Buffer to be ready.
The caller is required to restrain itself from modifying the data afterwards, as this buffer now can be used (readonly) by other calculation processes in parallel.
Implemented in engine::StateAdapter.
Referenced by engine::StateAdapter::is_calculated().

| virtual void engine::State::releaseBuffer | ( | BuffHandle & | ) | [pure virtual] |
resign control of the buffer denoted by the handle
Implemented in engine::StateAdapter.
Referenced by engine::StateAdapter::releaseBuffer().

1.5.6