Merge branch 'refactor-review' of https://bitbucket.org/flucoma/flucoma-supercollider into refactor-review
commit
f78fae5dbc
@ -1,20 +0,0 @@
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cmake_minimum_required(VERSION 3.3)
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get_filename_component(PLUGIN ${CMAKE_CURRENT_LIST_DIR} NAME_WE)
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message("Configuring ${PLUGIN}")
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set(FILENAME ${PLUGIN}.cpp)
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add_library(
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${PLUGIN}
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MODULE
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${FILENAME}
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)
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target_include_directories(
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${PLUGIN} PRIVATE ${CMAKE_CURRENT_LIST_DIR}/../../include
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)
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target_link_libraries(
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${PLUGIN} PRIVATE FLUID_DECOMPOSITION
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)
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include(${CMAKE_CURRENT_LIST_DIR}/../../scripts/target_post.cmake)
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@ -1,157 +0,0 @@
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//Can I reallocate buffers on the server? Yes I can.
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#include "SC_PlugIn.h"
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static InterfaceTable *ft;
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//Can we do buffer resizing in a BufGen. I think so.
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//Goal here is to mimic the NMF case, allowing
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//the dst buffer to be resized accordingly (and not need to
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// precalculate the number of frames in advance lang-side
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/**
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/buf_gen approach: Seems to work, but having to do the 'swap' bewteen NRT mirror buffer and RT buffer
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in the same thread seems smelly, given how the allocation sequeneces in SC_SequenceCommand seem to work.
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**/
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void bufferMatch(World *world, struct SndBuf *srcBuf, struct sc_msg_iter *msg) {
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size_t srcFrameCount = srcBuf->frames;
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size_t srcChanCount = srcBuf->channels;
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long dstBufNum = msg->geti();
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size_t rank = msg->geti();
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if (dstBufNum == -1) {
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Print("BufferMatch is not happy because there is no output buffer "
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"specified.\n");
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return;
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}
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// This sequence follows what I saw in SC_SequenceCommand.cpp. Pretty much.
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// Get the NRT thread mirror buffer
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SndBuf *dstBufNRT = World_GetNRTBuf(world, dstBufNum);
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// Call the allocation function on that
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SCErr err = ft->fBufAlloc(dstBufNRT, srcChanCount * rank, srcFrameCount,
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srcBuf->samplerate);
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// If we were posh, we'd check for errors
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// Norhing will happen, unless we (a) assign the allocated data back to the
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// main buffer pool (b?) Tell the server the buffer has changed Get the RT
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// buffer
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SndBuf *dstBuf = World_GetBuf(world, dstBufNum);
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// Assign value to our NRT buffer pointer's value
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*dstBuf = *dstBufNRT;
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// Ping the server
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world->mSndBufUpdates[dstBufNum].writes++;
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}
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/**
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ASync command version. Is this an abuse of Async command? Doesn't *seem* to be, but there is almost no
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documentation for its proper use :-|
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**/
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//Struct that holds all our state between stages
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struct BufferFunTimeCmdData
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{
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long dstbuf;
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long srcbuf;
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size_t rank;
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SndBuf* newdst;
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};
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//'Stage2()' happens in the NRT thread. Here we do our heavy stuff
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bool aSyncBufferFunNrtStage(World *world, void *inUserData) {
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BufferFunTimeCmdData *data = (BufferFunTimeCmdData *)inUserData;
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SndBuf *src = World_GetNRTBuf(world, data->srcbuf);
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SndBuf *dst = World_GetNRTBuf(world, data->dstbuf);
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SCErr err = ft->fBufAlloc(dst, src->channels * data->rank, src->frames,
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src->samplerate);
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data->newdst = dst;
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return true;
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}
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//'Statge3()' happens back in the RT thread, here we swap our new buffers
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//SC will send the completion message after this
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bool aSyncBufferFunRtStage(World *world, void *inUserData) {
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BufferFunTimeCmdData *data = (BufferFunTimeCmdData *)inUserData;
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// Norhing will happen, unless we (a) assign the allocated data back to the
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// main buffer pool (b?) Tell the server the buffer has changed Get the RT
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// buffer
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SndBuf *dstBuf = World_GetBuf(world, data->dstbuf);
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// Assign value to our NRT buffer pointer's value
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*dstBuf = *data->newdst;
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// Ping the server
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world->mSndBufUpdates[data->dstbuf].writes++;
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return true;
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}
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//'Stage 4()' is back on the NRT, we don't have anything to do here. SC will send 'done' after this
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bool aSyncBufferFunFinalBit(World *world, void *inUserData) { return true; }
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//Here we free any resources, including the struct we made at the start
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void aSyncBufferFunCleanUp(World *world, void *inUserData) {
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BufferFunTimeCmdData *data = (BufferFunTimeCmdData *)inUserData;
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RTFree(world, data);
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// scsynth will take care of the completion message
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}
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//This is our entry point. We need to make a struct and populate it with good things
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void aSyncBufferFunMain(World *inWorld, void *inUserData,
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struct sc_msg_iter *msg, void *replyAddr) {
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BufferFunTimeCmdData *data =
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(BufferFunTimeCmdData *)RTAlloc(inWorld, sizeof(BufferFunTimeCmdData));
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data->srcbuf = msg->geti();
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data->dstbuf = msg->geti();
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data->rank = msg->geti();
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bool ok = true;
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if (data->srcbuf < 0) {
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Print("No source buffer");
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ok = false;
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}
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if (data->dstbuf < 0) {
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Print("No dst buffer");
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ok = false;
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}
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if (!ok) {
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RTFree(inWorld, data);
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return;
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}
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// how to pass a string argument: [WILL BE USEFUL FOR WINDOW FUNCTIONS?]
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// const char *name = msg->gets(); // get the string argument
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// if (name) {
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// data->name = (char*)RTAlloc(inWorld, strlen(name)+1); // allocate
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// space, free it in cmdCleanup. strcpy(data->name, name); // copy the
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// string
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// }
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//Deal with completion message
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size_t completionMsgSize = msg->getbsize();
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char* completionMsgString = 0;
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if(completionMsgSize)
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{
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//allocate string
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completionMsgString = (char*)RTAlloc(inWorld,completionMsgSize);
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msg->getb(completionMsgString,completionMsgSize);
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}
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//Now, set the wheels in motion
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DoAsynchronousCommand(inWorld, replyAddr, "AsyncBufMatch", data,
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(AsyncStageFn)aSyncBufferFunNrtStage,
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(AsyncStageFn)aSyncBufferFunRtStage,
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(AsyncStageFn)aSyncBufferFunFinalBit,
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aSyncBufferFunCleanUp, completionMsgSize,
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completionMsgString);
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}
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PluginLoad(BufferFunTime) {
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ft = inTable;
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//BufGen version: all in the NRT thread
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DefineBufGen("BufMatch", bufferMatch);
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//ASync version: swaps between NRT and RT threads
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DefinePlugInCmd("AsyncBufMatch", aSyncBufferFunMain, nullptr);
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}
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@ -1,24 +0,0 @@
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s.reboot
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//Quickie test of buffer allocation working
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//Read a sound file
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a = Buffer.read(s,"../../release-packaging/AudioFiles/Tremblay-AaS-SynthTwoVoices-M.wav".resolveRelative);
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//size it appropriately (in our server code) and return the new object
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f = FluidBufExperiments.allocMatch(s,a,rank:5);
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//Make sure everything is kosher:
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a.query
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f.query
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//Try full async version
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s.reboot
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//Quickie test of buffer allocation working
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//Read a sound file
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a = Buffer.read(s,"../../release-packaging/AudioFiles/Tremblay-AaS-SynthTwoVoices-M.wav".resolveRelative);
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//Pass buffer to this, along with a rank. It will allocate a new buffer,
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//size it appropriately (in our server code) and return the new object
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f = FluidBufExperiments.allocMatchAsync(s,a,rank:5);
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//Make sure everything is kosher:
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a.query
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f.query
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