Пример #1
0
void Dispatcher::batchTasksWalk( Dispatcher::TaskBatchPtr parent, const ExecutableNode::Task &task, BatchMap &currentBatches, TaskToBatchMap &tasksToBatches, std::set<const TaskBatch *> &ancestors )
{
	TaskBatchPtr batch = acquireBatch( task, currentBatches, tasksToBatches );

	TaskBatches &parentRequirements = parent->requirements();
	if ( std::find( parentRequirements.begin(), parentRequirements.end(), batch ) == parentRequirements.end() )
	{
		if ( ancestors.find( batch.get() ) != ancestors.end() )
		{
			throw IECore::Exception( ( boost::format( "Dispatched nodes cannot have cyclic dependencies. %s and %s are involved in a cycle." ) % batch->node()->relativeName( batch->node()->scriptNode() ) % parent->node()->relativeName( parent->node()->scriptNode() ) ).str() );
		}

		parentRequirements.push_back( batch );
	}

	ExecutableNode::Tasks taskRequirements;
	task.node()->requirements( task.context(), taskRequirements );

	ancestors.insert( parent.get() );

	for ( ExecutableNode::Tasks::const_iterator it = taskRequirements.begin(); it != taskRequirements.end(); ++it )
	{
		batchTasksWalk( batch, *it, currentBatches, tasksToBatches, ancestors );
	}

	ancestors.erase( parent.get() );
}
Пример #2
0
		TaskBatchPtr batchTasksWalk( const TaskNode::Task &task, const std::set<const TaskBatch *> &ancestors = std::set<const TaskBatch *>() )
		{
			// Acquire a batch with this task placed in it,
			// and check that we haven't discovered a cyclic
			// dependency.
			TaskBatchPtr batch = acquireBatch( task );
			if( ancestors.find( batch.get() ) != ancestors.end() )
			{
				throw IECore::Exception( ( boost::format( "Dispatched tasks cannot have cyclic dependencies but %s is involved in a cycle." ) % batch->plug()->relativeName( batch->plug()->ancestor<ScriptNode>() ) ).str() );
			}

			// Ask the task what preTasks and postTasks it would like.
			TaskNode::Tasks preTasks;
			TaskNode::Tasks postTasks;
			{
				Context::Scope scopedTaskContext( task.context() );
				task.plug()->preTasks( preTasks );
				task.plug()->postTasks( postTasks );
			}

			// Collect all the batches the postTasks belong in.
			// We grab these first because they need to be included
			// in the ancestors for cycle detection when getting
			// the preTask batches.
			TaskBatches postBatches;
			for( TaskNode::Tasks::const_iterator it = postTasks.begin(); it != postTasks.end(); ++it )
			{
				postBatches.push_back( batchTasksWalk( *it ) );
			}

			// Collect all the batches the preTasks belong in,
			// and add them as preTasks for our batch.

			std::set<const TaskBatch *> preTaskAncestors( ancestors );
			preTaskAncestors.insert( batch.get() );
			for( TaskBatches::const_iterator it = postBatches.begin(), eIt = postBatches.end(); it != eIt; ++it )
			{
				preTaskAncestors.insert( it->get() );
			}

			for( TaskNode::Tasks::const_iterator it = preTasks.begin(); it != preTasks.end(); ++it )
			{
				addPreTask( batch.get(), batchTasksWalk( *it, preTaskAncestors ) );
			}

			// As far as TaskBatch and doDispatch() are concerned, there
			// is no such thing as a postTask, so we emulate them by making
			// this batch a preTask of each of the postTask batches. We also
			// add the postTask batches as preTasks for the root, so that they
			// are reachable from doDispatch().
			for( TaskBatches::const_iterator it = postBatches.begin(), eIt = postBatches.end(); it != eIt; ++it )
			{
				addPreTask( it->get(), batch, /* forPostTask =  */ true );
				addPreTask( m_rootBatch.get(), *it );
			}

			return batch;
		}
Пример #3
0
Dispatcher::TaskBatchPtr Dispatcher::acquireBatch( const ExecutableNode::Task &task, BatchMap &currentBatches, TaskToBatchMap &tasksToBatches )
{
	MurmurHash taskHash = task.hash();
	TaskToBatchMap::iterator it = tasksToBatches.find( taskHash );
	if ( it != tasksToBatches.end() )
	{
		return it->second;
	}

	MurmurHash hash = batchHash( task );
	BatchMap::iterator bIt = currentBatches.find( hash );
	if ( bIt != currentBatches.end() )
	{
		TaskBatchPtr batch = bIt->second;

		std::vector<float> &frames = batch->frames();
		const CompoundPlug *dispatcherPlug = task.node()->dispatcherPlug();
		const IntPlug *batchSizePlug = dispatcherPlug->getChild<const IntPlug>( g_batchSize );
		size_t batchSize = ( batchSizePlug ) ? batchSizePlug->getValue() : 1;

		if ( task.node()->requiresSequenceExecution() || ( frames.size() < batchSize ) )
		{
			if ( task.hash() != MurmurHash() )
			{
				float frame = task.context()->getFrame();
				if ( std::find( frames.begin(), frames.end(), frame ) == frames.end() )
				{
					if ( task.node()->requiresSequenceExecution() )
					{
						frames.insert( std::lower_bound( frames.begin(), frames.end(), frame ), frame );
					}
					else
					{
						frames.push_back( frame );
					}
				}
			}

			if ( taskHash != MurmurHash() )
			{
				tasksToBatches[taskHash] = batch;
			}
			
			return batch;
		}
	}

	TaskBatchPtr batch = new TaskBatch( task );
	currentBatches[hash] = batch;
	if ( taskHash != MurmurHash() )
	{
		tasksToBatches[taskHash] = batch;
	}
	
	return batch;
}
Пример #4
0
void Dispatcher::dispatch( const std::vector<NodePtr> &nodes ) const
{
	// clear job directory, so that if our node validation fails,
	// jobDirectory() won't return the result from the previous dispatch.
	m_jobDirectory = "";

	// validate the nodes we've been given

	if ( nodes.empty() )
	{
		throw IECore::Exception( getName().string() + ": Must specify at least one node to dispatch." );
	}

	std::vector<ExecutableNodePtr> executables;
	const ScriptNode *script = (*nodes.begin())->scriptNode();
	for ( std::vector<NodePtr>::const_iterator nIt = nodes.begin(); nIt != nodes.end(); ++nIt )
	{
		const ScriptNode *currentScript = (*nIt)->scriptNode();
		if ( !currentScript || currentScript != script )
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must all belong to the same ScriptNode." );
		}

		if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( nIt->get() ) )
		{
			executables.push_back( executable );
		}
		else if ( const Box *box = runTimeCast<const Box>( nIt->get() ) )
		{
			for ( RecursiveOutputPlugIterator plugIt( box ); plugIt != plugIt.end(); ++plugIt )
			{
				Node *sourceNode = plugIt->get()->source<Plug>()->node();
				if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( sourceNode ) )
				{
					executables.push_back( executable );
				}
			}
		}
		else
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must be ExecutableNodes or Boxes containing ExecutableNodes." );
		}
	}

	// create the job directory now, so it's available in preDispatchSignal().
	const Context *context = Context::current();
	m_jobDirectory = createJobDirectory( context );

	// this object calls this->preDispatchSignal() in its constructor and this->postDispatchSignal()
	// in its destructor, thereby guaranteeing that we always call this->postDispatchSignal().

	DispatcherSignalGuard signalGuard( this, executables );
	if ( signalGuard.cancelledByPreDispatch() )
	{
		return;
	}

	std::vector<FrameList::Frame> frames;
	FrameListPtr frameList = frameRange( script, context );
	frameList->asList( frames );

	size_t i = 0;
	ExecutableNode::Tasks tasks;
	tasks.reserve( executables.size() * frames.size() );
	for ( std::vector<FrameList::Frame>::const_iterator fIt = frames.begin(); fIt != frames.end(); ++fIt )
	{
		for ( std::vector<ExecutableNodePtr>::const_iterator nIt = executables.begin(); nIt != executables.end(); ++nIt, ++i )
		{
			ContextPtr frameContext = new Context( *context, Context::Borrowed );
			frameContext->setFrame( *fIt );
			tasks.push_back( ExecutableNode::Task( *nIt, frameContext ) );
		}
	}

	TaskBatchPtr rootBatch = batchTasks( tasks );

	if ( !rootBatch->requirements().empty() )
	{
		doDispatch( rootBatch.get() );
	}

	// inform the guard that the process has been completed, so it can pass this info to
	// postDispatchSignal():

	signalGuard.success();
}
Пример #5
0
		TaskBatchPtr acquireBatch( const TaskNode::Task &task )
		{
			// See if we've previously visited this task, and therefore
			// have placed it in a batch already, which we can return
			// unchanged. The `taskToBatchMapHash` is used as the unique
			// identity of a task.
			MurmurHash taskToBatchMapHash = task.hash();
			// Prevent identical tasks from different nodes from being
			// coalesced.
			taskToBatchMapHash.append( (uint64_t)task.node() );
			if( task.hash() == IECore::MurmurHash() )
			{
				// Prevent no-ops from coalescing into a single batch, as this
				// would break parallelism - see `DispatcherTest.testNoOpDoesntBreakFrameParallelism()`
				taskToBatchMapHash.append( contextHash( task.context() ) );
			}
			const TaskToBatchMap::const_iterator it = m_tasksToBatches.find( taskToBatchMapHash );
			if( it != m_tasksToBatches.end() )
			{
				return it->second;
			}

			// We haven't seen this task before, so we need to find
			// an appropriate batch to put it in. This may be one of
			// our current batches, or we may need to make a new one
			// entirely if the current batch is full.

			const bool requiresSequenceExecution = task.plug()->requiresSequenceExecution();

			TaskBatchPtr batch = nullptr;
			const MurmurHash batchMapHash = batchHash( task );
			BatchMap::iterator bIt = m_currentBatches.find( batchMapHash );
			if( bIt != m_currentBatches.end() )
			{
				TaskBatchPtr candidateBatch = bIt->second;
				// Unfortunately we have to track batch size separately from `batch->frames().size()`,
				// because no-ops don't update `frames()`, but _do_ count towards batch size.
				IntDataPtr batchSizeData = candidateBatch->blindData()->member<IntData>( g_sizeBlindDataName );
				const IntPlug *batchSizePlug = task.node()->dispatcherPlug()->getChild<const IntPlug>( g_batchSize );
				const int batchSizeLimit = ( batchSizePlug ) ? batchSizePlug->getValue() : 1;
				if( requiresSequenceExecution || ( batchSizeData->readable() < batchSizeLimit ) )
				{
					batch = candidateBatch;
					batchSizeData->writable()++;
				}
			}

			if( !batch )
			{
				batch = new TaskBatch( task.plug(), task.context() );
				batch->blindData()->writable()[g_sizeBlindDataName] = new IntData( 1 );
				m_currentBatches[batchMapHash] = batch;
			}

			// Now we have an appropriate batch, update it to include
			// the frame for our task, and any other relevant information.

			if( task.hash() != MurmurHash() )
			{
				float frame = task.context()->getFrame();
				std::vector<float> &frames = batch->frames();
				if( requiresSequenceExecution )
				{
					frames.insert( std::lower_bound( frames.begin(), frames.end(), frame ), frame );
				}
				else
				{
					frames.push_back( frame );
				}
			}

			const BoolPlug *immediatePlug = task.node()->dispatcherPlug()->getChild<const BoolPlug>( g_immediatePlugName );
			if( immediatePlug && immediatePlug->getValue() )
			{
				/// \todo Should we be scoping a context for this, to allow the plug to
				/// have expressions on it? If so, should we be doing the same before
				/// calling requiresSequenceExecution()? Or should we instead require that
				/// they always be constant?
				batch->blindData()->writable()[g_immediateBlindDataName] = g_trueBoolData;
			}

			// Remember which batch we stored this task in, for
			// the next time someone asks for it.
			m_tasksToBatches[taskToBatchMapHash] = batch;

			return batch;
		}
Пример #6
0
    TaskBatchPtr acquireBatch( const TaskNode::Task &task )
    {
        // See if we've previously visited this task, and therefore
        // have placed it in a batch already, which we can return
        // unchanged.
        MurmurHash taskToBatchMapHash = task.hash();
        taskToBatchMapHash.append( (uint64_t)task.node() );
        if( task.hash() == MurmurHash() )
        {
            // Make sure we don't coalesce all no-ops into a single
            // batch. See comments in batchHash().
            taskToBatchMapHash.append( task.context()->getFrame() );
        }
        const TaskToBatchMap::const_iterator it = m_tasksToBatches.find( taskToBatchMapHash );
        if( it != m_tasksToBatches.end() )
        {
            return it->second;
        }

        // We haven't seen this task before, so we need to find
        // an appropriate batch to put it in. This may be one of
        // our current batches, or we may need to make a new one
        // entirely.

        TaskBatchPtr batch = NULL;
        const MurmurHash batchMapHash = batchHash( task );
        BatchMap::iterator bIt = m_currentBatches.find( batchMapHash );
        if( bIt != m_currentBatches.end() )
        {
            TaskBatchPtr candidateBatch = bIt->second;
            const IntPlug *batchSizePlug = task.node()->dispatcherPlug()->getChild<const IntPlug>( g_batchSize );
            const size_t batchSize = ( batchSizePlug ) ? batchSizePlug->getValue() : 1;
            if( task.plug()->requiresSequenceExecution() || ( candidateBatch->frames().size() < batchSize ) )
            {
                batch = candidateBatch;
            }
        }

        if( !batch )
        {
            batch = new TaskBatch( task.plug(), task.context() );
            m_currentBatches[batchMapHash] = batch;
        }

        // Now we have an appropriate batch, update it to include
        // the frame for our task, and any other relevant information.

        if( task.hash() != MurmurHash() )
        {
            float frame = task.context()->getFrame();
            std::vector<float> &frames = batch->frames();
            if( std::find( frames.begin(), frames.end(), frame ) == frames.end() )
            {
                if( task.plug()->requiresSequenceExecution() )
                {
                    frames.insert( std::lower_bound( frames.begin(), frames.end(), frame ), frame );
                }
                else
                {
                    frames.push_back( frame );
                }
            }
        }

        const BoolPlug *immediatePlug = task.node()->dispatcherPlug()->getChild<const BoolPlug>( g_immediatePlugName );
        if( immediatePlug && immediatePlug->getValue() )
        {
            /// \todo Should we be scoping a context for this, to allow the plug to
            /// have expressions on it? If so, should we be doing the same before
            /// calling requiresSequenceExecution()? Or should we instead require that
            /// they always be constant?
            batch->blindData()->writable()[g_immediateBlindDataName] = g_trueBoolData;
        }

        // Remember which batch we stored this task in, for
        // the next time someone asks for it.
        m_tasksToBatches[taskToBatchMapHash] = batch;

        return batch;
    }
Пример #7
0
void Dispatcher::dispatch( const std::vector<NodePtr> &nodes ) const
{
	if ( nodes.empty() )
	{
		throw IECore::Exception( getName().string() + ": Must specify at least one node to dispatch." );
	}

	std::vector<ExecutableNodePtr> executables;
	const ScriptNode *script = (*nodes.begin())->scriptNode();
	for ( std::vector<NodePtr>::const_iterator nIt = nodes.begin(); nIt != nodes.end(); ++nIt )
	{
		const ScriptNode *currentScript = (*nIt)->scriptNode();
		if ( !currentScript || currentScript != script )
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must all belong to the same ScriptNode." );
		}

		if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( nIt->get() ) )
		{
			executables.push_back( executable );
		}
		else if ( const Box *box = runTimeCast<const Box>( nIt->get() ) )
		{
			for ( RecursiveOutputPlugIterator plugIt( box ); plugIt != plugIt.end(); ++plugIt )
			{
				Node *sourceNode = plugIt->get()->source<Plug>()->node();
				if ( ExecutableNode *executable = runTimeCast<ExecutableNode>( sourceNode ) )
				{
					executables.push_back( executable );
				}
			}
		}
		else
		{
			throw IECore::Exception( getName().string() + ": Dispatched nodes must be ExecutableNodes or Boxes containing ExecutableNodes." );
		}
	}

	if ( preDispatchSignal()( this, executables ) )
	{
		/// \todo: communicate the cancellation to the user
		return;
	}

	const Context *context = Context::current();

	std::vector<FrameList::Frame> frames;
	FrameListPtr frameList = frameRange( script, context );
	frameList->asList( frames );

	size_t i = 0;
	ExecutableNode::Tasks tasks;
	tasks.reserve( executables.size() * frames.size() );
	for ( std::vector<FrameList::Frame>::const_iterator fIt = frames.begin(); fIt != frames.end(); ++fIt )
	{
		for ( std::vector<ExecutableNodePtr>::const_iterator nIt = executables.begin(); nIt != executables.end(); ++nIt, ++i )
		{
			ContextPtr frameContext = new Context( *context, Context::Borrowed );
			frameContext->setFrame( *fIt );
			tasks.push_back( ExecutableNode::Task( *nIt, frameContext ) );
		}
	}

	TaskBatchPtr rootBatch = batchTasks( tasks );

	if ( !rootBatch->requirements().empty() )
	{
		doDispatch( rootBatch.get() );
	}

	postDispatchSignal()( this, executables );
}
Пример #8
0
 bool TaskQueue::process(float dt, TaskPtr task)
 {
     if(task->isDone())
         return true;
     
     if(task->getType() == Task::BATCH)
     {
         TaskBatchPtr t = boost::static_pointer_cast<TaskBatch>(task);
         for(std::list<TaskPtr>::iterator i=t->list.begin(); i != t->list.end();)
         {
             if(process(dt, *i))
                 i = t->list.erase(i);
             else
                 i++;
         }
         
         return t->isDone();
     }
     else if(task->getType() == Task::SEQUENCE)
     {
         TaskSequencePtr t = boost::static_pointer_cast<TaskSequence>(task);
         for(int j=0; j< MAX_CURRENT_JOBS && !t->isDone(); j++)
         {
             TaskPtr head = t->list.front();
             if(process(dt, head))
             {
                 if(t->list.size())
                     t->list.pop_front();
             }
             else
                 break;
         }
         
         return t->isDone();
     }
     else if(task->getType() == Task::ANIM)
     {
         TaskAnimPtr anim = boost::static_pointer_cast<TaskAnim>(task);
         
         if(!anim->node->isRunning())
             return true;
         
         if(!anim->hasStarted())
         {
             anim->launch();
         }
         else if(anim->wait)
         {
             // insidious hack
             int ref = (int)anim->node->getUserData();
             if(ref != anim->runningCount)
             {
                 LOGD("overwriting previous anmation %d %d\n", ref, anim->runningCount);
                 return true;
             }
         }
         
         return anim->isDone();
     }
     else if(task->getType() == Task::SOUND)
     {
         TaskSoundPtr sound = boost::static_pointer_cast<TaskSound>(task);
         
         if(!sound->isDone())
             sound->launch();
         return true;
     }
     else if(task->getType() == Task::LAMBDA)
     {
         TaskLambdaPtr t = boost::static_pointer_cast<TaskLambda>(task);
         t->func();
         
         return true;
     }
     else if(task->getType() == Task::EMPTY || task->getType() == Task::IGNORE)
     {
         return true;
     }
     
     LOGD("unknown task %s\n", task->getTag().c_str());
     phassert(false && "Unknown task occured");
     
     return true;
 }