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«
201 lines
8.8 KiB
C++
201 lines
8.8 KiB
C++
/*
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PROC-NODE.hpp - Key abstraction of the Render Engine: a Processing Node
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Copyright (C)
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2008, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file connectivity-obsolete.hpp
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** @deprecated 2024 old variant of render node definition stashed away to keep other obsolete code buildable.
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**
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** Actually, there are three different interfaces to consider
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** - the ProcNode#pull is the invocation interface. It is function-call style
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** - the builder interface, comprised by the NodeFactory and the WiringFactory.
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** - the actual processing function is supposed to be a C function and will be
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** hooked up within a thin wrapper.
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**
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** By using the builder interface, concrete node and wiring descriptor classes are created,
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** based on some templates. These concrete classes form the "glue" to tie the node network
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** together and contain much of the operation behaviour in a hard wired fashion.
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**
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** @todo WIP-WIP-WIP 2024 delete this file!!!!
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**
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** @see nodefactory.hpp
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** @see operationpoint.hpp
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*/
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#ifndef STEAM_ENGINE_CONNECTIVITY_OBSOLETE_H
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#define STEAM_ENGINE_CONNECTIVITY_OBSOLETE_H
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#ifdef STEAM_ENGINE_PROC_NODE_H
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#error "can not include both the old and new Render Node Connectivity scheme"
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#endif
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#include "lib/error.hpp"
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#include "steam/common.hpp"
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#include "steam/asset/proc.hpp"
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#include "steam/mobject/parameter.hpp"
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#include "steam/engine/state-closure-obsolete.hpp" /////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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#include "steam/engine/channel-descriptor-obsolete.hpp"
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#include "lib/frameid.hpp"
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#include "lib/ref-array.hpp"
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#include <vector>
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namespace steam {
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namespace engine {
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using std::vector;
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using lumiera::NodeID;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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class ProcNode_Obsolete;
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typedef ProcNode_Obsolete* PNode;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/**
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* Interface: Description of the input and output ports,
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* processing function and predecessor nodes for a given ProcNode.
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*
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* @todo the design of this part is messy in several respects.
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* Basically, its left-over from a first prototypical implementation from 2008
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* As of 1/2012, we're re-shaping that engine interface and invocation with a top-down approach,
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* starting from the player. Anyhow, you can expect the basic setup to remain as-is: there will
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* be a ProcNode and a Connectivity descriptor, telling how it's connected to its predecessors,
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* and defining how the Node is supposed to operate
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*
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* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
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*/
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class Connectivity
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{
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public: /* === public information record describing the node graph === */
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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uint nrO;
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uint nrI;
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lib::RefArray<ChannelDescriptor>& out;
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lib::RefArray<InChanDescriptor>& in;
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typedef asset::Proc::ProcFunc ProcFunc;
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ProcFunc* procFunction;
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NodeID const& nodeID;
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virtual ~Connectivity() {}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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protected:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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Connectivity (lib::RefArray<ChannelDescriptor>& o,
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lib::RefArray<InChanDescriptor>& i,
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ProcFunc pFunc, NodeID const& nID)
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: out(o), in(i),
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procFunction(pFunc),
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nodeID(nID)
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{
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nrO = out.size();
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nrI = in.size();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/* ==== strategy API for configuring the node operation ==== */
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friend class ProcNode_Obsolete; /////////////////////////////////TODO 1/12 : wouldn't it be better to extract that API into a distinct strategy?
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/** the wiring-dependent part of the node operation.
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* Includes the creation of a one-way state object on the stack
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* holding the actual buffer pointers and issuing the recursive pull() calls
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* @see NodeWiring#callDown default implementation
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*/
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virtual BuffHandle
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callDown (StateClosure_OBSOLETE& currentProcess, uint requiredOutputNr) const =0;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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};
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/**
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* Key abstraction of the Render Engine: A Data processing Node
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*
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* @todo it's not clear as of 9/09 if ProcNode shall be an ABC/Interface
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* It might be used as ABC (as was the original intention) when implementing
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* several query/information functions. In that case, the ctor will become protected.
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* The alternative would be to push down these information-retrieval part into a
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* configurable element within Connectivity, in which case we even might drop
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* ProcNode as a frontend entirely.
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* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
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*/
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class ProcNode_Obsolete
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: util::NonCopyable
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{
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typedef mobject::Parameter<double> Param; //////TODO: just a placeholder for automation as of 6/2008
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vector<Param> params;
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const Connectivity& wiringConfig_;
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public:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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ProcNode_Obsolete (Connectivity const& wd)
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: wiringConfig_(wd)
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{ }
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virtual ~ProcNode_Obsolete() {}; /////////////////////////TODO: do we still intend to build a hierarchy below ProcNode???
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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public:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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bool isValid() const;
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/** output channel count */
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uint nrO() { return wiringConfig_.nrO; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/** Engine Core operation: render and pull output from this node.
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* On return, currentProcess will hold onto output buffer(s)
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* containing the calculated result frames. In case this node
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* calculates a multichannel output, only one channel can be
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* retrieved by such a \c pull() call, but you can expect data
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* of the other channels to be processed and fed to cache.
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* @param currentProcess the current processing state for
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* managing buffers and accessing current parameter values
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* @param requestedOutputNr the output channel requested
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* (in case this node delivers more than one output channel)
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* @return handle to the buffer containing the calculated result.
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*/
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BuffHandle
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pull (StateClosure_OBSOLETE& currentProcess, uint requestedOutputNr=0) const
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{
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return this->wiringConfig_.callDown (currentProcess, requestedOutputNr);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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inline bool
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ProcNode_Obsolete::isValid() const
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{
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UNIMPLEMENTED ("ProcNode validity self-check");
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return false; //////////////////////////TODO
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}
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}} // namespace steam::engine
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#endif /*STEAM_ENGINE_CONNECTIVITY_OBSOLETE_H*/
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