LUMIERA.clone/src/steam/engine/node-builder.hpp

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/*
NODE-BUILDER.hpp - Setup of render nodes connectivity
2010-12-17 23:28:49 +01:00
Copyright (C) Lumiera.org
2009, Hermann Vosseler <Ichthyostega@web.de>
2024, Hermann Vosseler <Ichthyostega@web.de>
2010-12-17 23:28:49 +01:00
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
2010-12-17 23:28:49 +01:00
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.
2010-12-17 23:28:49 +01:00
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.
2010-12-17 23:28:49 +01:00
*/
/** @file node-builder.hpp
** Specialised shorthand notation for building the Render Node network.
** During the Builder run, the render nodes network will be constructed by gradually
** refining the connectivity structure derived from interpreting the »high-level model«
** from the current Session. At some point, it is essentially clear what data streams
** must be produced and what media processing functionality from external libraries
** will be utilised to achieve this goal. This is when the fluent builder notation
** defined in this header comes into play, allowing to package the fine grained and
** in part quite confusing details of parameter wiring and invocation preparation into
** some goal oriented building blocks, that can be combined and directed with greater
** clarity by the control structure to govern the build process.
**
**
** # Levels of connectivity building
**
** The actual node connectivity is established by a process of gradual refinement,
** operating over several levels of abstraction. Each of these levels uses its associated
** builder and descriptor records to collect information, which is then emitted by a
** _terminal invocation_ to produce the result; the higher levels thereby rely on the
** lower levels to fill in and elaborate the details.
** - *Level-1* is the preparation of an actual frame processing operation; the Level-1-builder
** is in fact the implementation class sitting behind a Render Node's _Port._ It is called
** a _Turnout_ and contains a preconfigured »blue print« for the data structure layout
** used for the invocation; its purpose is to generate the actual data structure on the
** stack, holding all the necessary buffers and parameters ready for invoking the external
** library functions. Since the actual data processing is achieved by a _pull processing,_
** originating at the top level exit nodes and propagating down towards the data sources,
** all the data feeds at all levels gradually link together, forming a _TurnoutSystem._
** - *Level-2* generates the actual network of Render Nodes, which in turn will have the
** Turnout instances for Level-1 embedded into their internal ports. Conceptually, a
** _Port_ is where data production can be requested, and the processing will then
** retrieve its prerequisite data from the ports of the _Leads,_ which are the
** prerequisite nodes situated one level below or one step closer to the source.
** - *Level-3* establishes the processing steps and data retrieval links between them;
** at this level, thus the outline of possible processing pathways is established.
** After spelling out the desired connectivity at a high level, the so called »Level-3 build
** walk« is triggered by invoking the [terminal builder operation](\ref ProcBuilder::build()
** on the [processing builder](\ref ProcBuilder) corresponding to the topmost node. This
** build walk will traverse the connectivity graph depth-first, and then start invoking the
** Level-2 builder operations bottom-up to generate and wire up the corresponding Render Nodes.
**
** ## Using custom allocators
**
** Since the low-level-Model is a massive data structure comprising thousands of nodes, each with
** specialised parametrisation for some media handling library, and a lot of cross-linking pointers,
** it is important to care for efficient usage of memory with good locality. Furthermore, the higher
** levels of the build process will generate additional temporary data structures, refined gradually
** until the actual render node network can be emitted. Each builder level can thus be outfitted
** with a custom allocator typically an instance of lib::AllocationCluster. Notably the higher
** levels can be attached to a separate AllocationCluster instance, which will be discarded once
** the build process is complete, while Level-2 (and below) uses the allocator for the actual
** target data structure, which has to be retained while the render graph is used; more
** specifically until a complete segment of the timeline is superseded and has been re-built.
** @remark syntactically, the custom allocator specification is given after opening a top-level
** builder, by means of the builder function `.withAllocator<ALO> (args...)`
**
** @todo WIP-WIP-WIP 10/2024 Node-Invocation is reworked from ground up -- some parts can not be
** spelled out completely yet, since we have to build this tightly interlocked system of
** code moving bottom up, and then filling in further details later working top-down.
**
** @see steam::engine::NodeFactory
** @see nodewiring.hpp
** @see node-basic-test.cpp
**
*/
#ifndef ENGINE_NODE_BUILDER_H
#define ENGINE_NODE_BUILDER_H
#include "lib/error.hpp"
#include "lib/nocopy.hpp"
#include "steam/engine/weaving-pattern-builder.hpp"
#include "steam/engine/proc-node.hpp"
#include "steam/engine/turnout.hpp"
#include "lib/several-builder.hpp"
#include "lib/format-string.hpp"
#include "lib/iter-index.hpp"
#include "lib/test/test-helper.hpp"/////////////////////TODO TOD-oh
#include <utility>
#include <vector>
namespace steam {
namespace engine {
namespace err = lumiera::error;
using util::_Fmt;
using std::forward;
using std::move;
namespace { // default policy configuration to use heap allocator
struct UseHeapAlloc
{
template<class I, class E=I>
using Policy = lib::allo::HeapOwn<I,E>;
};
//
}//(End) policy
/**
* A builder to collect working data.
* Implemented through a suitable configuration of lib::SeveralBuilder,
* with a policy configuration parameter to define the allocator to use.
*/
template<class POL, class I, class E=I>
using DataBuilder = lib::SeveralBuilder<I,E, POL::template Policy>;
template<class POL, class DAT>
class NodeBuilder;
template<class POL, class DAT>
class PortBuilderRoot;
template<class POL, class DAT = PatternDataAnchor>
class NodeBuilder
: util::MoveOnly
{
using PortData = DataBuilder<POL, Port>;
using LeadRefs = DataBuilder<POL, ProcNodeRef>;
protected:
LeadRefs leads_;
DAT patternData_;
public:
template<typename...INIT>
NodeBuilder (INIT&& ...alloInit)
: leads_{forward<INIT> (alloInit)...}
{ }
template<class BUILD, uint siz, class D0>
NodeBuilder (NodeBuilder<POL,D0>&& pred, SizMark<siz>, BUILD&& entryBuilder)
: leads_{move (pred.leads_)}
, patternData_{move (pred.patternData_), forward<BUILD> (entryBuilder)}
{ }
template<class P, class D0>
friend class NodeBuilder;
NodeBuilder
addLead (ProcNode const& lead)
{
leads_.append (lead);
return move(*this);
}
/** recursively enter detailed setup of a single processing port */
PortBuilderRoot<POL,DAT> preparePort();
/**
* cross-builder function to specify usage of a dedicated *node allocator*
* @tparam ALO (optional) spec for the allocator to use
* @tparam INIT (optional) initialisation arguments for the allocator
* @remarks this is a front-end to the extension point for allocator specification
* exposed through lib::SeveralBuilder::withAllocator(). The actual meaning
* of the given parameters and the choice of the actual allocator happens
* through resolution of partial template specialisations of the extension
* point lib::allo::SetupSeveral. Some notable examples
* - withAllocator<ALO>() attaches to a _monostate_ allocator type.
* - `withAllocator<ALO> (ALO<X> allo)` uses a C++ standard allocator
* instance `allo`, dedicated to produce objects of type `X`
* - `withAllocator (AllocationCluster&)` attaches to a specific
* AllocationCluster; this is the most relevant usage pattern
*/
template<template<typename> class ALO =std::void_t, typename...INIT>
auto
withAllocator (INIT&& ...alloInit)
{
using AllocatorPolicy = lib::allo::SetupSeveral<ALO,INIT...>;
return NodeBuilder<AllocatorPolicy>{forward<INIT>(alloInit)...};
}
/************************************************************//**
* Terminal: complete the ProcNode Connectivity defined thus far.
*/
Connectivity
build()
{
PortData ports;
patternData_.collectEntries(ports);
return Connectivity{ports.build()
,leads_.build()
,NodeID{}}; //////////////////////////////////////OOO what's the purpose of the NodeID??
}
};
/** Deduction Guide: help the compiler with deducing follow-up NodeBuilder parameters */
template<class POL, class D0, uint siz, class BUILD>
NodeBuilder (NodeBuilder<POL,D0>&&, SizMark<siz>, BUILD&&) -> NodeBuilder<POL, PatternData<D0,BUILD,siz>>;
template<class POL, class DAT>
class PortBuilderRoot
: protected NodeBuilder<POL,DAT>
{
public:
NodeBuilder<POL,DAT>
completePort()
{
static_assert(not sizeof(POL),
"can not build a port without specifying a processing function");
}
/** setup standard wiring to adapt the given processing function.
* @return a PortBuilder specialised to wrap the given \a FUN */
template<typename FUN>
auto invoke (FUN fun);
/** specify an `InvocationAdapter` to use explicitly. */
template<class ADA, typename...ARGS>
auto adaptInvocation(ARGS&& ...args);
private:
PortBuilderRoot(NodeBuilder<POL>&& anchor)
: NodeBuilder<POL>{move(anchor)}
{ }
friend PortBuilderRoot NodeBuilder<POL>::preparePort();
};
/**
* @remark while _logically_ this builder-function _descends_ into the
* definition of a port, for the implementation we _wrap_ the existing
* NodeBuilder and layer a PortBuilder subclass on top thereby shadowing
* the enclosed original builder temporarily; the terminal builder operation
* PortBuilder::completePort() will unwrap and return the original NodeBuilder.
*/
template<class POL, class DAT>
inline PortBuilderRoot<POL, DAT>
NodeBuilder<POL,DAT>::preparePort ()
{
return PortBuilderRoot<POL,DAT>{move(*this)};
}
template<class POL, class DAT, class WAB>
class PortBuilder
: public PortBuilderRoot<POL,DAT>
{
using _Par = PortBuilderRoot<POL,DAT>;
WAB weavingBuilder_;
uint defaultPort_;
public:
template<class ILA, typename...ARGS>
PortBuilder
createBuffers (ARGS&& ...args)
{
UNIMPLEMENTED ("define builder for all buffers to use");
return move(*this);
}
/** define the output slot to use as result
* @remark default is to use the first one */
PortBuilder
asResultSlot (uint r)
{
weavingBuilder_.selectResultSlot(r);
return move(*this);
}
/** connect the next input slot to existing lead-node given by index */
PortBuilder
connectLead (uint idx)
{
return connectLeadPort (idx, this->defaultPort_);
}
/** connect the next input slot to either existing or new lead-node" */
PortBuilder
conectLead (ProcNode& leadNode)
{
return connectLeadPort (leadNode, this->defaultPort_);
}
/** connect next input to lead-node, using a specific port-number */
PortBuilder
connectLeadPort (uint idx, uint port)
{
if (idx >= _Par::leads_.size())
throw err::Logic{_Fmt{"Builder refers to lead-node #%d, yet only %d are currently defined."}
% idx % _Par::leads_.size()
,LERR_(INDEX_BOUNDS)
};
weavingBuilder_.attachToLeadPort (_Par::leads_[idx], port);
return move(*this);
}
/** connect next input to existing or new lead-node, with given port-number */
PortBuilder
connectLeadPort (ProcNode& leadNode, uint port)
{
uint knownEntry{0};
for (auto& lead : lib::IterIndex{_Par::leads_})
if (util::isSameObject (leadNode, lead))
break;
else
++knownEntry;
if (knownEntry == _Par::leads_.size())
_Par::addLead (leadNode);
ENSURE (knownEntry < _Par::leads_.size());
weavingBuilder_.attachToLeadPort (knownEntry, port);
return move(*this);
}
/** use given port-index as default for all following connections */
PortBuilder
useLeadPort (uint defaultPort)
{
this->defaultPort_ = defaultPort;
return move(*this);
}
/*************************************************************//**
* Terminal: complete the Port wiring and return to the node level.
*/
auto
completePort()
{
weavingBuilder_.connectRemainingInputs (_Par::leads_, this->defaultPort_);
weavingBuilder_.fillRemainingBufferTypes();
return NodeBuilder{static_cast<NodeBuilder<POL,DAT>&&> (*this) // slice away PortBulder subclass data
,weavingBuilder_.sizMark
,weavingBuilder_.build()};
} // chain to builder with extended patternData
private:
template<typename FUN>
PortBuilder(_Par&& base, FUN&& fun)
: _Par{move(base)}
, weavingBuilder_{forward<FUN> (fun), _Par::leads_.policyConnect()}
, defaultPort_{_Par::patternData_.size()}
{ }
friend class PortBuilderRoot<POL,DAT>;
};
/**
* @param fun invocation of the actual _data processing operation._
* @remarks
* - a _»weaving pattern«_ is applied for the actual implementation, which amounts
* to a specific style how to route data input and output and how to actually integrate
* with the underlying media handling library, which exposes the processing functionality.
* - the standard case of this connectivity is to associate input and output connections
* directly with the »parameter slots« of the processing function; a function suitable
* for this pattern takes two arguments (input, output) each of which is a std::array
* of buffer pointers, corresponding to the »parameter slots«
* - what is bound as \a FUN here thus typically is either an adapter function provided by
* the media-library plug-in, or it is a lambda directly invoking implementation functions
* of the underlying library, using a buffer type (size) suitable for this library and for
* the actual media frame data to be processed.
* - the `fun` is deliberately _taken by-value_ and then moved into a »prototype copy« within
* the generated `Turnout`, from which an actual copy is drawn anew for each node invocation.
* - notably this implies that the implementation code of a lambda will be _inlined_ into the
* actual invocation call, while possibly _creating a copy_ of value-captured closure data;
* this arrangement aims at exposing the actual invocation for the optimiser.
*/
template<class POL, class DAT>
template<typename FUN>
auto
PortBuilderRoot<POL,DAT>::invoke (FUN fun)
{
using WeavingBuilder_FUN = WeavingBuilder<POL, manifoldSiz<FUN>(), FUN>;
return PortBuilder<POL,DAT, WeavingBuilder_FUN>{move(*this), move(fun)};
}
/*
template<class POL>
template<class ADA, typename...ARGS>
auto
PortBuilderRoot<POL>::adaptInvocation(ARGS&& ...args)
{
return move(*this);
}
*/
/**
* Entrance point for building actual Render Node Connectivity (Level-2)
* @note when using a custom allocator, the first follow-up builder function
* to apply should be `withAllocator<ALO>(args...)`, prior to adding
* any further specifications and data elements.
*/
inline auto
prepareNode()
{
return NodeBuilder<UseHeapAlloc>{};
}
class ProcBuilder
: util::MoveOnly
{
public:
void //////////////////////////////////////////////////////////OOO return type
requiredSources ()
{
UNIMPLEMENTED ("enumerate all source feeds required");
// return move(*this);
}
void //////////////////////////////////////////////////////////OOO return type
retrieve (void* streamType)
{
UNIMPLEMENTED ("recursively define a predecessor feed");
// return move(*this);
}
/****************************************************//**
* Terminal: trigger the Level-3 build walk to produce a ProcNode network.
*/
void //////////////////////////////////////////////////////////OOO return type
build()
{
UNIMPLEMENTED("Level-3 build-walk");
}
};
class LinkBuilder
: util::MoveOnly
{
public:
void //////////////////////////////////////////////////////////OOO return type
from (void* procAsset)
{
UNIMPLEMENTED ("recursively enter definition of processor node to produce this feed link");
// return move(*this);
}
};
/**
* Entrance point for defining data flows and processing steps.
*/
inline auto
retrieve(void* streamType)
{
UNIMPLEMENTED("start a connectivity definition at Level-3");
return LinkBuilder{}; ///////////////////////////////////////////////////////////////////OOO this is placeholder code; should at least open a ticket
}
}} // namespace steam::engine
#endif /*ENGINE_NODE_BUILDER_H*/