root/samples/winrt/ImageManipulations/MediaExtensions/Common/OpQueue.h

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DEFINITIONS

This source file includes following definitions.
  1. QueueOperation
  2. ProcessQueue
  3. ProcessQueueAsync

//////////////////////////////////////////////////////////////////////////
//
// OpQueue.h
// Async operation queue.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//////////////////////////////////////////////////////////////////////////

#pragma once

#pragma warning( push )
#pragma warning( disable : 4355 )  // 'this' used in base member initializer list

/*
    This header file defines an object to help queue and serialize
    asynchronous operations.

    Background:

    To perform an operation asynchronously in Media Foundation, an object
    does one of the following:

        1. Calls MFPutWorkItem(Ex), using either a standard work queue
           identifier or a caller-allocated work queue. The work-queue
           thread invokes the object's callback.

        2. Creates an async result object (IMFAsyncResult) and calls
           MFInvokeCallback to invoke the object's callback.

    Ultimately, either of these cause the object's callback to be invoked
    from a work-queue thread. The object can then complete the operation
    inside the callback.

    However, the Media Foundation platform may dispatch async callbacks in
    parallel on several threads. Putting an item on a work queue does NOT
    guarantee that one operation will complete before the next one starts,
    or even that work items will be dispatched in the same order they were
    called.

    To serialize async operations that should not overlap, an object should
    use a queue. While one operation is pending, subsequent operations are
    put on the queue, and only dispatched after the previous operation is
    complete.

    The granularity of a single "operation" depends on the requirements of
    that particular object. A single operation might involve several
    asynchronous calls before the object dispatches the next operation on
    the queue.


*/



//-------------------------------------------------------------------
// OpQueue class template
//
// Base class for an async operation queue.
//
// TOperation: The class used to describe operations. This class must
//          implement IUnknown.
//
// The OpQueue class is an abstract class. The derived class must
// implement the following pure-virtual methods:
//
// - IUnknown methods (AddRef, Release, QI)
//
// - DispatchOperation:
//
//      Performs the asynchronous operation specified by pOp.
//
//      At the end of each operation, the derived class must call
//      ProcessQueue to process the next operation in the queue.
//
//      NOTE: An operation is not required to complete inside the
//      DispatchOperation method. A single operation might consist
//      of several asynchronous method calls.
//
// - ValidateOperation:
//
//      Checks whether the object can perform the operation specified
//      by pOp at this time.
//
//      If the object cannot perform the operation now (e.g., because
//      another operation is still in progress) the method should
//      return MF_E_NOTACCEPTING.
//
//-------------------------------------------------------------------
#include "linklist.h"
#include "AsyncCB.h"

template <class T, class TOperation>
class OpQueue //: public IUnknown
{
public:

    typedef ComPtrList<TOperation>   OpList;

    HRESULT QueueOperation(TOperation *pOp);

protected:

    HRESULT ProcessQueue();
    HRESULT ProcessQueueAsync(IMFAsyncResult *pResult);

    virtual HRESULT DispatchOperation(TOperation *pOp) = 0;
    virtual HRESULT ValidateOperation(TOperation *pOp) = 0;

    OpQueue(CRITICAL_SECTION& critsec)
        : m_OnProcessQueue(static_cast<T *>(this), &OpQueue::ProcessQueueAsync),
          m_critsec(critsec)
    {
    }

    virtual ~OpQueue()
    {
    }

protected:
    OpList                  m_OpQueue;         // Queue of operations.
    CRITICAL_SECTION&       m_critsec;         // Protects the queue state.
    AsyncCallback<T>  m_OnProcessQueue;  // ProcessQueueAsync callback.
};



//-------------------------------------------------------------------
// Place an operation on the queue.
// Public method.
//-------------------------------------------------------------------

template <class T, class TOperation>
HRESULT OpQueue<T, TOperation>::QueueOperation(TOperation *pOp)
{
    HRESULT hr = S_OK;

    EnterCriticalSection(&m_critsec);

    hr = m_OpQueue.InsertBack(pOp);
    if (SUCCEEDED(hr))
    {
        hr = ProcessQueue();
    }

    LeaveCriticalSection(&m_critsec);
    return hr;
}


//-------------------------------------------------------------------
// Process the next operation on the queue.
// Protected method.
//
// Note: This method dispatches the operation to a work queue.
//-------------------------------------------------------------------

template <class T, class TOperation>
HRESULT OpQueue<T, TOperation>::ProcessQueue()
{
    HRESULT hr = S_OK;
    if (m_OpQueue.GetCount() > 0)
    {
        hr = MFPutWorkItem2(
            MFASYNC_CALLBACK_QUEUE_STANDARD,    // Use the standard work queue.
            0,                                  // Default priority
            &m_OnProcessQueue,                  // Callback method.
            nullptr                             // State object.
            );
    }
    return hr;
}


//-------------------------------------------------------------------
// Process the next operation on the queue.
// Protected method.
//
// Note: This method is called from a work-queue thread.
//-------------------------------------------------------------------

template <class T, class TOperation>
HRESULT OpQueue<T, TOperation>::ProcessQueueAsync(IMFAsyncResult *pResult)
{
    HRESULT hr = S_OK;
    TOperation *pOp = nullptr;

    EnterCriticalSection(&m_critsec);

    if (m_OpQueue.GetCount() > 0)
    {
        hr = m_OpQueue.GetFront(&pOp);

        if (SUCCEEDED(hr))
        {
            hr = ValidateOperation(pOp);
        }
        if (SUCCEEDED(hr))
        {
            hr = m_OpQueue.RemoveFront(nullptr);
        }
        if (SUCCEEDED(hr))
        {
            (void)DispatchOperation(pOp);
        }
    }

    if (pOp != nullptr)
    {
        pOp->Release();
    }

    LeaveCriticalSection(&m_critsec);
    return hr;
}

#pragma warning( pop )

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