WIP pass compiler, after filling in some more stubs

This commit is contained in:
Fischlurch 2008-07-20 20:08:08 +02:00
parent 3ec69c539c
commit 9a34d234ae
5 changed files with 270 additions and 166 deletions

View file

@ -84,6 +84,21 @@ namespace engine {
};
class ProcNode;
typedef ProcNode* PNode;
struct ChannelDescriptor ///////TODO collapse this with BufferDescriptor?
{
BufferDescriptor bufferType;
};
struct InChanDescriptor : ChannelDescriptor
{
PNode dataSrc; ///< the ProcNode to pull this input from
uint srcChannel; ///< output channel to use on the predecessor node
};
} // namespace engine
#endif

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@ -0,0 +1,216 @@
/*
NODEINVOCATION.hpp - Organize the invocation state within a single pull() call
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/** @file nodeinvocation.hpp
** Organize the state related to the invocation of s single ProcNode::pull() call
** This header defines part of the "glue" which holds together the render node network
** and enables to pull a result frames from the nodes. Doing so requires some invocation
** local state tobe maintained, especially a table of buffers used to carry out the
** calculations. Further, getting the input buffers filled requires to issue recursive
** \c pull() calls, which on the whole creates a stack-like assembly of local invocation
** state.
** The actual steps to be carried out for a \c pull() call are dependant on the configuration
** of the node to pull. Each node has been preconfigured by the builder with a WiringDescriptor
** and a concrete type of a StateAdapter. The actual sequence of steps is defined in the header
** nodeoperation.hpp out of a set of basic operation steps. These steps all use the passed in
** Invocation object (a sub-interface of StateAdapter) to access the various aspects of the
** invocation state.
**
** \par composition of the Invocation State
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter
** instance directly on the stack, holding the actual buffer pointers and state references. Using this
** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual
** StateAdapter types are built as implementing the engine::State interface.
**
** @see engine::ProcNode
** @see engine::StateProxy
** @see engine::BuffTable
** @see nodewiring.hpp interface for building/wiring the nodes
**
*/
#ifndef ENGINE_NODEINVOCATION_H
#define ENGINE_NODEINVOCATION_H
#include "proc/state.hpp"
#include "proc/engine/procnode.hpp"
#include "proc/engine/buffhandle.hpp"
#include "proc/engine/bufftable.hpp"
namespace engine {
/**
* Adapter to shield the ProcNode from the actual buffer management,
* allowing the processing function within ProcNode to use logical
* buffer IDs. StateAdapter is created on the stack for each pull()
* call, using setup/wiring data preconfigured by the builder.
* Its job is to provide the actual implementation of the Cache
* push / fetch and recursive downcall to render the source frames.
*/
class StateAdapter
: public State
{
protected:
State& parent_;
State& current_;
StateAdapter (State& callingProcess)
: parent_ (callingProcess),
current_(callingProcess.getCurrentImplementation())
{ }
virtual State& getCurrentImplementation () { return current_; }
public: /* === proxying the State interface === */
virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); }
virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); }
virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); }
// note: allocateBuffer() is choosen specifically based on the actual node wiring
};
/**
* Invocation context state.
* A ref to this type is carried through the chain of NEXT::step() functions
* which form the actual invocation sequence. The various operations in this sequence
* access the context via the references in this struct, while also using the inherited
* public State interface. The object instance actually used as Invocation is created
* on the stack and parametrized according to the necessities of the invocation sequence
* actually configured. Initially, this real instance is configured without BuffTable,
* because the invocation may be short-circuited due to Cache hit. Otherwise, when
* the invocation sequence actually prepares to call the process function of this
* ProcNode, a buffer table chunk is allocated by the StateProxy and wired in.
*/
struct Invocation
: StateAdapter
{
WiringDescriptor const& wiring;
const uint outNr;
BuffTable* buffTab;
protected:
/** creates a new invocation context state, without BuffTable */
Invocation (State& callingProcess, WiringDescriptor const& w, uint o)
: StateAdapter(callingProcess),
wiring(w), outNr(o),
buffTab(0)
{ }
const uint nrO() const { return wiring.getNrO(); }
const uint nrI() const { return wiring.getNrI(); }
const uint buffTabSize() const { return nrO()+nrI(); }
/** setup the link to an externally allocated buffer table */
void setBuffTab (BuffTable* b) { this->buffTab = b; }
bool
buffTab_isConsistent ()
{
return (buffTab)
&& (0 < buffTabSize())
&& (nrO()+nrI() <= buffTabSize())
&& (buffTab->inBuff == &buffTab->outBuff[nrO()] )
&& (buffTab->inHandle == &buffTab->outHandle[nrO()])
;
}
};
struct AllocBufferFromParent ///< using the parent StateAdapter for buffer allocations
: Invocation
{
AllocBufferFromParent (State& sta, WiringDescriptor const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (BufferDescriptor const& bd) { return parent_.allocateBuffer(bd); }
};
struct AllocBufferFromCache ///< using the global current State, which will delegate to Cache
: Invocation
{
AllocBufferFromCache (State& sta, WiringDescriptor const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (BufferDescriptor const& bd) { return current_.allocateBuffer(bd); }
};
/**
* The real invocation context state implementation. It is created
* by the NodeWiring (WiringDescriptor) of the processing node which
* is pulled by this invocation, hereby using the internal configuration
* information to guide the selecton of the real call sequence
*
* \par assembling the call sequence implementation
* Each ProcNode#pull() call creates such a StateAdapter subclass on the stack,
* with a concrete type according to the WiringDescriptor of the node to pull.
* This concrete type encodes a calculation Strategy, which is assembled
* as a chain of policy templates on top of OperationBase. For each of the
* possible configuratons we define such a chain (see bottom of nodeoperation.hpp).
* The WiringFactory defined in nodewiring.cpp actually drives the instantiation
* of all those possible combinations.
*/
template<class Strategy, class BufferProvider>
class ActualInvocationProcess
: public BufferProvider
{
public:
ActualInvocationProcess (State& callingProcess, WiringDescriptor const& w, const uint outCh)
: Invocation(callingProcess, w, outCh)
{ }
/** contains the details of Cache query and recursive calls
* to the predecessor node(s), eventually followed by the
* ProcNode::process() callback
*/
BuffHandle retrieve ()
{
return Strategy::step (*this);
}
};
} // namespace engine
#endif

View file

@ -22,28 +22,33 @@
/** @file nodeoperation.hpp
** Chunks of operation for invoking the rendernodes.
** This header defines the "glue" which holds together the render node network
** This header defines part of the "glue" which holds together the render node network
** and enables to pull a result frames from the nodes. Especially, the aspect of
** buffer management is covered here. Each node has been preconfigured by the builder
** with a WiringDescriptor and a concrete type of a StateAdapter. These concrete
** StateAdapter objects are assembled out of the building blocks defined in this header,
** depending on the desired mode of operation. Any node can be built to
** buffer management and cache query is covered here. Each node has been preconfigured by
** the builder with a WiringDescriptor and a concrete type of a StateAdapter, including
** a specific Configuration, because the node can be built to
** - participate in the Caching or ignore the cache
** - actually process a result or just pull frames from a source
** - employ in-Place calculations or use separate in/out buffers
** Additionally, each node may have a given number of input/output pins, expecting to
** be provided with buffers holding a specific kind of data.
**
** \par composition of the StateAdapter
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter
** instance directly on the stack, holding the actual buffer pointers and state references. Using this
** \par composition of the invocation Strategy
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an Invocation state
** instance directly on the stack, holding references to the actual buffer pointers and state. Using this
** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual
** StateAdapter types are built as implementing the engine::State interface, on top of the InvocationStateBase
** and inheriting from a chain of strategy classes (single inheritance, mostly \em no virtual functions).
** in the actual type of Strategy, which is defined at the bottom of this header. Each Strategy is a chain
** of elementary operations invoking each other (\c NEXT::step(invocation) ). Notably, all those possible
** configurations are pre-build while compiling (it's a small number below 32 configuration instance).
** To be able to select the Strategy for each configuration, we need a Factory (ConfigSelector defined in
** nodewiringconfig). which is actually instantiated and used in nodewiring.cpp, which is the object
** file holding all those instantiations.
**
** @see engine::ProcNode
** @see engine::StateProxy
** @see engine::Invocation
** @see engine::State
** @see engine::NodeFactory
** @see nodewiringconfig.hpp
** @see nodewiring.hpp interface for building/wiring the nodes
**
*/
@ -56,8 +61,8 @@
#include "proc/engine/procnode.hpp"
#include "proc/engine/buffhandle.hpp"
#include "proc/engine/bufftable.hpp"
#include "proc/engine/nodeinvocation.hpp"
#include "proc/engine/nodewiringconfig.hpp"
#include "lib/appconfig.hpp"
@ -65,154 +70,6 @@
namespace engine {
/**
* Adapter to shield the ProcNode from the actual buffer management,
* allowing the processing function within ProcNode to use logical
* buffer IDs. StateAdapter is created on the stack for each pull()
* call, using setup/wiring data preconfigured by the builder.
* Its job is to provide the actual implementation of the Cache
* push / fetch and recursive downcall to render the source frames.
*/
class StateAdapter
: public State
{
protected:
State& parent_;
State& current_;
StateAdapter (State& callingProcess)
: parent_ (callingProcess),
current_(callingProcess.getCurrentImplementation())
{ }
virtual State& getCurrentImplementation () { return current_; }
public: /* === proxying the State interface === */
virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); }
virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); }
virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); }
// note: allocateBuffer() is choosen specifically based on the actual node wiring
};
/**
* Invocation context state.
* A ref to this type is carried through the chain of NEXT::step() functions
* which form the actual invocation sequence. The various operations in this sequence
* access the context via the references in this struct, while also using the inherited
* public State interface. The object instance actually used as Invocation is created
* on the stack and parametrized according to the necessities of the invocation sequence
* actually configured. Initially, this real instance is configured without BuffTable,
* because the invocation may be short-circuited due to Cache hit. Otherwise, when
* the invocation sequence actually prepares to call the process function of this
* ProcNode, a buffer table chunk is allocated by the StateProxy and wired in.
*/
struct Invocation
: StateAdapter
{
WiringDescriptor const& wiring;
const uint outNr;
BuffTable* buffTab;
protected:
/** creates a new invocation context state, without BuffTable */
Invocation (State& callingProcess, WiringDescriptor const& w, uint o)
: StateAdapter(callingProcess),
wiring(w), outNr(o),
buffTab(0)
{ }
const uint nrO() const { return wiring.getNrO(); }
const uint nrI() const { return wiring.getNrI(); }
const uint buffTabSize() const { return nrO()+nrI(); }
/** setup the link to an externally allocated buffer table */
void setBuffTab (BuffTable* b) { this->buffTab = b; }
bool
buffTab_isConsistent ()
{
return (buffTab)
&& (0 < buffTabSize())
&& (nrO()+nrI() <= buffTabSize())
&& (buffTab->inBuff == &buffTab->outBuff[nrO()] )
&& (buffTab->inHandle == &buffTab->outHandle[nrO()])
;
}
};
struct AllocBufferFromParent ///< using the parent StateAdapter for buffer allocations
: Invocation
{
AllocBufferFromParent (State& sta, WiringDescriptor const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (BufferDescriptor const& bd) { return parent_.allocateBuffer(bd); }
};
struct AllocBufferFromCache ///< using the global current State, which will delegate to Cache
: Invocation
{
AllocBufferFromCache (State& sta, WiringDescriptor const& w, const uint outCh)
: Invocation(sta, w, outCh) {}
virtual BuffHandle
allocateBuffer (BufferDescriptor const& bd) { return current_.allocateBuffer(bd); }
};
/**
* The real invocation context state implementation. It is created
* by the NodeWiring (WiringDescriptor) of the processing node which
* is pulled by this invocation, hereby using the internal configuration
* information to guide the selecton of the real call sequence
*
* \par assembling the call sequence implementation
* Each ProcNode#pull() call creates such a StateAdapter subclass on the stack,
* with a concrete type according to the WiringDescriptor of the node to pull.
* This concrete type encodes a calculation Strategy, which is assembled
* as a chain of policy templates on top of OperationBase. For each of the
* possible configuratons we define such a chain (see bottom of nodeoperation.hpp).
* The WiringFactory defined in nodewiring.cpp actually drives the instantiation
* of all those possible combinations.
*/
template<class Strategy, class BufferProvider>
class ActualInvocationProcess
: public BufferProvider
{
public:
ActualInvocationProcess (State& callingProcess, WiringDescriptor const& w, const uint outCh)
: Invocation(callingProcess, w, outCh)
{ }
/** contains the details of Cache query and recursive calls
* to the predecessor node(s), eventually followed by the
* ProcNode::process() callback
*/
BuffHandle retrieve ()
{
return Strategy::step (*this);
}
};
/**
* Collection of functions used to build up the invocation sequence.
*/
@ -311,7 +168,7 @@ namespace engine {
for (uint i = 0; i < ivo.nrO(); ++i )
{
outBuff[i] =
*(outH[i] = ivo.allocateBuffer (ivo.wiring.out[i].bufferType);
*(outH[i] = ivo.allocateBuffer (ivo.wiring.out[i].bufferType));
// now Output buffer for channel #i is available...
}
return NEXT::step (ivo);
@ -343,9 +200,11 @@ namespace engine {
BuffHandle
step (Invocation& ivo)
{
// declare all Outputs as finished
ivo.is_calculated(ivo.buffTab->outHandle,
ivo.nrO());
for (uint i = 0; i < ivo.nrO(); ++i )
{
// declare all Outputs as finished
ivo.is_calculated(ivo.buffTab->outHandle[i]);
}
return NEXT::step (ivo);
}

View file

@ -46,7 +46,8 @@ namespace engine {
{
UNIMPLEMENTED ("build the actual wiring descriptor based on given operation options");
return selectConfig(cache, process, inplace).fabricate();
// Bits config (FlagInfo<Config>::CODE);
// return selector(config);
}
// BlockAlloc<NodeWiring< StateAdapter< Config<cache, process, inplace> > > >::fabricate();

View file

@ -60,6 +60,12 @@ namespace engine {
typedef ProcNode* PNode;
template<class E>
struct RefArray
{
virtual E const& operator[] (uint i) const =0;
virtual ~RefArray() {}
};
/**
* Interface: Description of the input and output ports,
@ -73,6 +79,13 @@ namespace engine {
virtual uint getNrI() const =0; ///////////TODO: indeed need a virtual function??
virtual uint getNrO() const =0;
RefArray<ChannelDescriptor>& out;
RefArray<InChanDescriptor>& in;
typedef void (ProcFunc) (BuffHandle::PBuff, uint);
ProcFunc* processFunction;
protected:
/** the wiring-dependent part of the node operation.
* Includes the creation of a one-way state object on the stack