...seems that the former is well suited to serve as detail builder used internally by the latter to provide a simplified standard adaptation for a given processing function. The integration can be achieved to layer a specialised detail builder class on top, which can be entered only by specifying the concrete function or lambda to wrap for the processing; the further builder-API-functions to control the wiring in detail become thus only accessible after the function type is known; this allows to place the detail builder as member into the enclosing port builder and thus to allocate everything within the current stack frame invoking the builder chain.
420 lines
15 KiB
C++
420 lines
15 KiB
C++
/*
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NODE-BUILDER.hpp - Setup of render nodes connectivity
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Copyright (C) Lumiera.org
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2009, Hermann Vosseler <Ichthyostega@web.de>
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2024, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file node-builder.hpp
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** Specialised shorthand notation for building the Render Node network.
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** During the Builder run, the render nodes network will be constructed by gradually
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** refining the connectivity structure derived from interpreting the »high-level model«
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** from the current Session. At some point, it is essentially clear what data streams
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** must be produced and what media processing functionality from external libraries
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** will be utilised to achieve this goal. This is when the fluent builder notation
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** defined in this header comes into play, allowing to package the fine grained and
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** in part quite confusing details of parameter wiring and invocation preparation into
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** some goal oriented building blocks, that can be combined and directed with greater
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** clarity by the control structure to govern the build process.
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**
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** # Levels of connectivity building
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**
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** The actual node connectivity is established by a process of gradual refinement,
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** operating over several levels of abstraction. Each of these levels uses its associated
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** builder and descriptor records to collect information, which is then emitted by a
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** _terminal invocation_ to produce the result; the higher levels thereby rely on the
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** lower levels to fill in and elaborate the details.
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** - Level-1 is the preparation of an actual frame processing operation; the Level-1-builder
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** is in fact the implementation class sitting behind a Render Node's _Port._ It is called
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** a _Turnout_ and contains a preconfigured »blue print« for the data structure layout
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** used for the invocation; its purpose is to generate the actual data structure on the
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** stack, holding all the necessary buffers and parameters ready for invoking the external
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** library functions. Since the actual data processing is achieved by a _pull processing,_
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** originating at the top level exit nodes and propagating down towards the data sources,
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** all the data feeds at all levels gradually link together, forming a _TurnoutSystem._
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** - Level-2 generates the actual network of Render Nodes, which in turn will have the
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** Turnout instances for Level-1 embedded into its internal ports. Conceptually, a
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** _Port_ is where data production can be requested, and the processing will then
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** retrieve its prerequisite data from the ports of the _Leads,_ which are the
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** prerequisite nodes situated one level below or one step closer to the source.
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** - Level-3 establishes the processing steps and data retrieval links between them;
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** at this level, thus the outline of possible processing pathways is established.
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** After spelling out the desired connectivity at a high level, the so called »Level-3 build
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** walk« is triggered by invoking the [terminal builder operation](\ref ProcBuilder::build()
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** on the [processing builder](\ref ProcBuilder) corresponding to the topmost node. This
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** build walk will traverse the connectivity graph depth-first, and then start invoking the
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** Level-2 builder operations bottom-up to generate and wire up the corresponding Render Nodes.
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**
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** ## Using custom allocators
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**
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** Since the low-level-Model is a massive data structure comprising thousands of nodes, each with
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** specialised parametrisation for some media handling library, and a lot of cross-linking pointers,
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** it is important to care for efficient usage of memory with good locality. Furthermore, the higher
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** levels of the build process will generate additional temporary data structures, which is gradually
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** refined until the actual render node network can be emitted. Each builder level can thus be
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** outfitted with a custom allocator — typically an instance of lib::AllocationCluster. Notably
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** the higher levels can be attached to a separate AllocationCluster instance, which will be
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** discarded when the build process is complete, while Level-2 (and below) uses the allocator
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** for the actual target data structure, which will be retained and until a complete segment
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** of the timeline is superseded and has been re-built.
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** @remark syntactically, the custom allocator specification is given after opening a top-level
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** builder, by means of the builder function `.withAllocator<ALO> (args...)`
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**
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** @todo WIP-WIP-WIP 7/2024 Node-Invocation is reworked from ground up -- some parts can not be
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** spelled out completely yet, since we have to build this tightly interlocked system of
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** code moving bottom up, and then filling in further details later working top-down.
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**
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** @see steam::engine::NodeFactory
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** @see nodewiring.hpp
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** @see node-basic-test.cpp
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**
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*/
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#ifndef ENGINE_NODE_BUILDER_H
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#define ENGINE_NODE_BUILDER_H
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#include "steam/engine/weaving-pattern-builder.hpp"
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#include "steam/engine/proc-node.hpp"
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#include "steam/engine/turnout.hpp"
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#include "lib/several-builder.hpp"
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#include "lib/nocopy.hpp"
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#include <utility>
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#include <vector>
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namespace steam {
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namespace engine {
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using std::move;
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using std::forward;
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namespace { // default policy configuration to use heap allocator
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struct UseHeapAlloc
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{
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template<class I, class E=I>
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using Policy = lib::allo::HeapOwn<I,E>;
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};
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//
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}//(End) policy
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/**
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* A builder to collect working data.
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* Implemented through a suitable configuration of lib::SeveralBuilder,
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* with a policy configuration parameter to define the allocator to use.
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*/
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template<class POL, class I, class E=I>
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using DataBuilder = lib::SeveralBuilder<I,E, POL::template Policy>;
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template<class POL>
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class PortBuilderRoot;
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template<class POL>
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class NodeBuilder
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: util::MoveOnly
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{
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using PortData = DataBuilder<POL, Port>;
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using LeadRefs = DataBuilder<POL, ProcNodeRef>;
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protected:
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PortData ports_;
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LeadRefs leads_;
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public:
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template<typename...INIT>
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NodeBuilder (INIT&& ...alloInit)
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: ports_{forward<INIT> (alloInit)...}
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, leads_{forward<INIT> (alloInit)...}
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{ }
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NodeBuilder
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addLead (ProcNode const& lead)
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{
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UNIMPLEMENTED ("append the given predecessor node to the sequence of leads");
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return move(*this);
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}
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/** recursively enter detailed setup of a single processing port */
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PortBuilderRoot<POL> preparePort();
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/**
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* cross-builder function to specify usage of a dedicated *node allocator*
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* @tparam ALO (optional) spec for the allocator to use
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* @tparam INIT (optional) initialisation arguments for the allocator
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* @remarks this is a front-end to the extension point for allocator specification
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* exposed through lib::SeveralBuilder::withAllocator(). The actual meaning
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* of the given parameters and the choice of the actual allocator happens
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* through resolution of partial template specialisations of the extension
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* point lib::allo::SetupSeveral. Some notable examples
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* - withAllocator<ALO>() attaches to a _monostate_ allocator type.
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* - `withAllocator<ALO> (ALO<X> allo)` uses a C++ standard allocator
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* instance `allo`, dedicated to produce objects of type `X`
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* - `withAllocator (AllocationCluster&)` attaches to a specific
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* AllocationCluster; this is the most relevant usage pattern
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*/
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template<template<typename> class ALO =std::void_t, typename...INIT>
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auto
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withAllocator (INIT&& ...alloInit)
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{
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using AllocatorPolicy = lib::allo::SetupSeveral<ALO,INIT...>;
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return NodeBuilder<AllocatorPolicy>{forward<INIT>(alloInit)...};
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}
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/************************************************************//**
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* Terminal: complete the ProcNode Connectivity defined thus far.
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*/
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Connectivity
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build()
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{
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return Connectivity{ports_.build()
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,leads_.build()
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,NodeID{}}; //////////////////////////////////////OOO what's the purpose of the NodeID??
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}
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};
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template<class POL>
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class PortBuilderRoot
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: protected NodeBuilder<POL>
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, util::MoveOnly
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{
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NodeBuilder<POL>
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completePort()
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{
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static_assert(not sizeof(POL),
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"can not build a port without specifying a processing function");
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}
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/** setup standard wiring to adapt the given processing function.
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* @return a PortBuilder specialised to wrap the given \a FUN */
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template<typename FUN>
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auto invoke (FUN&& fun);
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/** specify an `InvocationAdapter` to use explicitly. */
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template<class ADA, typename...ARGS>
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auto adaptInvocation(ARGS&& ...args);
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private:
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PortBuilderRoot(NodeBuilder<POL>&& anchor)
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: NodeBuilder<POL>{move(anchor)}
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{ }
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friend PortBuilderRoot NodeBuilder<POL>::preparePort();
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};
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/**
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* @remark while _logically_ this builder-function _descends_ into the
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* definition of a port, for the implementation we _wrap_ the existing
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* NodeBuilder and layer a PortBuilder subclass „on top“ — thereby shadowing
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* the enclosed original builder temporarily; the terminal builder operation
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* PortBuilder::completePort() will unwrap and return the original NodeBuilder.
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*/
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template<class POL>
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inline PortBuilderRoot<POL>
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NodeBuilder<POL>::preparePort ()
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{
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return PortBuilderRoot<POL>{move(*this)};
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}
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template<class POL, class WAB>
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class PortBuilder
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: public PortBuilderRoot<POL>
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{
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using _Par = PortBuilderRoot<POL>;
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WAB weavingBuilder_;
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public:
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template<class ILA, typename...ARGS>
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PortBuilder
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createBuffers (ARGS&& ...args)
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{
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UNIMPLEMENTED ("define builder for all buffers to use");
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return move(*this);
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}
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PortBuilder
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asResultSlot (uint r)
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{
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UNIMPLEMENTED ("define the output slot to use as result (default is the first one)");
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return move(*this);
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}
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PortBuilder
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connectLead (uint idx)
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{
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UNIMPLEMENTED ("connect the next input slot to existing lead-node given by index");
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return move(*this);
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}
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PortBuilder
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conectLead (ProcNode& leadNode)
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{
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UNIMPLEMENTED ("connect the next input slot to either existing or new lead-node");
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return move(*this);
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}
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PortBuilder
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connectLeadPort (uint idx, uint port)
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{
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UNIMPLEMENTED ("connect next input to lead-node, using a specific port-number");
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return move(*this);
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}
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PortBuilder
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connectLeadPort (ProcNode& leadNode, uint port)
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{
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UNIMPLEMENTED ("connect next input to existing or new lead-node, with given port-number");
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return move(*this);
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}
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PortBuilder
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useLeadPort (uint defaultPort)
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{
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UNIMPLEMENTED ("use given port-index as default for all following connections");
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return move(*this);
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}
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/****************************************************//**
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* Terminal: complete the Port wiring and return to the node level.
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*/
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NodeBuilder<POL>
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completePort()
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{
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//////////////////////////////////////////////////////////OOO finish port data setup here
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return static_cast<NodeBuilder<POL>&&> (*this);
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} // slice away the subclass
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private:
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PortBuilder(_Par&& base)
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: _Par{move(base)}
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{ }
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friend class PortBuilderRoot<POL>;
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};
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template<class POL>
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template<typename FUN>
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auto
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PortBuilderRoot<POL>::invoke (FUN&& fun)
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{
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using WeavingBuilder_FUN = WeavingBuilder<POL, manifoldSiz<FUN>(), FUN>;
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return PortBuilder<POL, WeavingBuilder_FUN>{move(*this)};
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}
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/*
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template<class POL>
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template<class ADA, typename...ARGS>
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auto
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PortBuilderRoot<POL>::adaptInvocation(ARGS&& ...args)
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{
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return move(*this);
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}
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*/
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/**
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* Entrance point for building actual Render Node Connectivity (Level-2)
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* @note when using a custom allocator, the first follow-up builder function
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* to apply should be `withAllocator<ALO>(args...)`, prior to adding
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* any further specifications and data elements.
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*/
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inline auto
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prepareNode()
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{
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return NodeBuilder<UseHeapAlloc>{};
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}
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class ProcBuilder
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: util::MoveOnly
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{
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public:
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void //////////////////////////////////////////////////////////OOO return type
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requiredSources ()
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{
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UNIMPLEMENTED ("enumerate all source feeds required");
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// return move(*this);
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}
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void //////////////////////////////////////////////////////////OOO return type
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retrieve (void* streamType)
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{
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UNIMPLEMENTED ("recursively define a predecessor feed");
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// return move(*this);
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}
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/****************************************************//**
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* Terminal: trigger the Level-3 build walk to produce a ProcNode network.
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*/
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void //////////////////////////////////////////////////////////OOO return type
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build()
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{
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UNIMPLEMENTED("Level-3 build-walk");
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}
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};
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class LinkBuilder
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: util::MoveOnly
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{
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public:
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void //////////////////////////////////////////////////////////OOO return type
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from (void* procAsset)
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{
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UNIMPLEMENTED ("recursively enter definition of processor node to produce this feed link");
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// return move(*this);
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}
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};
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/**
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* Entrance point for defining data flows and processing steps.
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*/
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inline auto
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retrieve(void* streamType)
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{
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UNIMPLEMENTED("start a connectivity definition at Level-3");
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return LinkBuilder{}; ///////////////////////////////////////////////////////////////////OOO this is placeholder code; should at least open a ticket
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}
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}} // namespace steam::engine
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#endif /*ENGINE_NODE_BUILDER_H*/
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