lumiera_/src/steam/engine/proc-node.hpp
Ichthyostega 42af5bc4e7 Invocation: rearrange code and cut ties to obsolete implementation draft
The latest phase of conception and planning moved this integration effort a big step ahead.
It is now **basically settled how the invocation works** from top-down.

Thus a lot of ties to ''obsoleted pieces of implementation code'' from the first draft from 2009 / 2012 can be severed now.
 * instead of a `StateProxy` most state management has been broken down into implementation parts
 * instead of orchestrating generic invocation building blocks we will parametrise »weaving-patterns«
2024-12-13 05:13:51 +01:00

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/*
PROC-NODE.hpp - Key abstraction of the Render Engine: a Processing Node
Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** 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. See the file COPYING for further details.
*/
/** @file proc-node.hpp
** Interface to the processing nodes and the render nodes network.
**
** Actually, there are three different interfaces to consider
** - the ProcNode#pull is the invocation interface. It is function-call style
** - the builder interface, comprised by the NodeFactory and the WiringFactory.
** - the actual processing function is supposed to be a C function and will be
** hooked up within a thin wrapper.
**
** By using the builder interface, concrete node and wiring descriptor classes are created,
** based on some templates. These concrete classes form the "glue" to tie the node network
** together and contain much of the operation behaviour in a hard wired fashion.
**
** @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
**
** @see nodefactory.hpp
** @see operationpoint.hpp
*/
#ifndef STEAM_ENGINE_PROC_NODE_H
#define STEAM_ENGINE_PROC_NODE_H
#include "lib/error.hpp"
#include "lib/nocopy.hpp"
#include "lib/hash-value.h"
//#include "steam/asset/proc.hpp"
//#include "steam/mobject/parameter.hpp"
#include "steam/engine/buffhandle.hpp"
#include "steam/engine/turnout-system.hpp"
#include "lib/ref-array.hpp" /////////////////////OOO phase out
#include "lib/format-string.hpp"
#include "lib/several.hpp"
#include <string>
#include <vector>
#include <optional>
namespace steam {
namespace engine {
namespace err = lumiera::error;
using std::move;
using std::string;
using lib::HashVal;
using util::_Fmt;
class ProcID;
class ProcNode;
class ProcNodeDiagnostic;
using ProcNodeRef = std::reference_wrapper<ProcNode>;
using OptionalBuff = std::optional<BuffHandle>;
class Port
// : util::MoveOnly //////////////////////////////////////////////////OOO not clear if necessary here, and requires us to declare the ctors!!! See Turnout
: util::NonCopyable //////////////////////////////////////////////////OOO this would be the perfect solution, if we manage to handle this within the builder
{
public:
virtual ~Port(); ///< this is an interface
Port (ProcID& id) : procID{id} { }
virtual BuffHandle weave (TurnoutSystem&, OptionalBuff =std::nullopt) =0;
// // compiler does not generate a move-ctor automatically due to explicit dtor
// Port() = default;
// Port(Port&&) = default;
ProcID& procID;
};
using PortRef = std::reference_wrapper<Port>;
/**
* Interface: Description of the input and output ports,
* processing function and predecessor nodes for a given ProcNode.
*
* @todo the design of this part is messy in several respects.
* Basically, its left-over from a first prototypical implementation from 2008
* As of 1/2012, we're re-shaping that engine interface and invocation with a top-down approach,
* starting from the player. Anyhow, you can expect the basic setup to remain as-is: there will
* be a ProcNode and a Connectivity descriptor, telling how it's connected to its predecessors,
* and defining how the Node is supposed to operate
*
* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
*/
class Connectivity
{
public: /* === public information record describing the node graph === */
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
using Ports = lib::Several<Port>;
using Leads = lib::Several<ProcNodeRef>;
Ports ports;
Leads leads;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
// protected:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
Connectivity (Ports&& pr, Leads&& lr)
: ports(move(pr))
, leads(move(lr))
{ }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
/* ==== strategy API for configuring the node operation ==== */
friend class ProcNode; /////////////////////////////////OOO who needs friendship?
/** the wiring-dependent part of the node operation.
* Includes the creation of a one-way state object on the stack
* holding the actual buffer pointers and issuing the recursive pull() calls
* @see NodeWiring#callDown default implementation
*/
#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
virtual BuffHandle
callDown (StateClosure_OBSOLETE& currentProcess, uint requiredOutputNr) const =0;
#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
};
/**
* Key abstraction of the Render Engine: A Data processing Node
*
* @todo it's not clear as of 9/09 if ProcNode shall be an ABC/Interface
* It might be used as ABC (as was the original intention) when implementing
* several query/information functions. In that case, the ctor will become protected.
* The alternative would be to push down these information-retrieval part into a
* configurable element within Connectivity, in which case we even might drop
* ProcNode as a frontend entirely.
* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
*/
class ProcNode
: util::NonCopyable
{
Connectivity wiring_;
public:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
ProcNode (Connectivity&& con)
: wiring_(move(con))
{ }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
public:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
Port&
getPort (uint portIdx)
{
if (portIdx >= wiring_.ports.size())
throw err::Logic{_Fmt{"Accessing node-port #%d, while only %d ports are defined."}
% portIdx % wiring_.ports.size()
,LERR_(INDEX_BOUNDS)
};
return wiring_.ports[portIdx];
}
/** Engine Core operation: render and pull output from this node.
* On return, currentProcess will hold onto output buffer(s)
* containing the calculated result frames. In case this node
* calculates a multichannel output, only one channel can be
* retrieved by such a \c pull() call, but you can expect data
* of the other channels to be processed and fed to cache.
* @param currentProcess the current processing state for
* managing buffers and accessing current parameter values
* @param requestedOutputNr the output channel requested
* (in case this node delivers more than one output channel)
* @return handle to the buffer containing the calculated result.
*/
#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
BuffHandle
pull (StateClosure_OBSOLETE& currentProcess, uint requestedOutputNr=0) const
{
return this->wiringConfig_.callDown (currentProcess, requestedOutputNr);
}
#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
/// „backdoor“ to watch internals from tests
friend class ProcNodeDiagnostic;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
class ProcNodeDiagnostic
: util::MoveOnly
{
ProcNode& n_;
public:
ProcNodeDiagnostic (ProcNode& theNode)
: n_{theNode}
{ }
auto& leads() { return n_.wiring_.leads; }
auto& ports() { return n_.wiring_.ports; }
bool isSrc() { return n_.wiring_.leads.empty(); }
bool
isValid()
{
return 0 < ports().size();
///////////////////////////////////////////////////TODO 10/2024 more to verify here
}
string getNodeSpec(); ///< generate a descriptive Spec of this ProcNode for diagnostics
HashVal getNodeHash(); ///< calculate an unique hash-key to designate this node
string getPortSpec (uint portIdx); ///< generate a descriptive diagnostic Spec for the designated Turnout
HashVal getPortHash (uint portIdx); ///< calculate an unique, stable and reproducible hash-key to identify the Turnout
};
inline ProcNodeDiagnostic
watch (ProcNode& theNode)
{
return ProcNodeDiagnostic{theNode};
}
}} // namespace steam::engine
#endif /*STEAM_ENGINE_PROC_NODE_H*/