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 its 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, which is gradually
** refined 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 when the build process is complete, while Level-2 (and below) uses the allocator
** for the actual target data structure, which will be retained and 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 7/2024 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 "steam/engine/weaving-pattern-builder.hpp"
#include "steam/engine/proc-node.hpp"
#include "steam/engine/turnout.hpp"
#include "lib/several-builder.hpp"
#include "lib/nocopy.hpp"
#include <utility>
#include <vector>
namespace steam {
namespace engine {
using std::move;
using std::forward;
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 PortBuilder;
template<class POL>
class NodeBuilder
: util::MoveOnly
{
using PortData = DataBuilder<POL, Port>;
using LeadRefs = DataBuilder<POL, ProcNodeRef>;
protected:
PortData ports_;
LeadRefs leads_;
public:
template<typename...INIT>
NodeBuilder (INIT&& ...alloInit)
: ports_{forward<INIT> (alloInit)...}
, leads_{forward<INIT> (alloInit)...}
{ }
NodeBuilder
addLead (ProcNode const& lead)
{
UNIMPLEMENTED ("append the given predecessor node to the sequence of leads");
return move(*this);
}
/** recursively enter detailed setup of a single processing port */
PortBuilder<POL> 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()
{
return Connectivity{ports_.build()
,leads_.build()
,NodeID{}}; //////////////////////////////////////OOO what's the purpose of the NodeID??
}
};
template<class POL>
class PortBuilder
: protected NodeBuilder<POL>
, util::MoveOnly
{
public:
PortBuilder
inSlots (uint s)
{
UNIMPLEMENTED ("define number of predecessor-source slots");
return move(*this);
}
PortBuilder
outSlots (uint r)
{
UNIMPLEMENTED ("define number of result slots");
return move(*this);
}
template<class ILA, typename...ARGS>
PortBuilder
createBuffers (ARGS&& ...args)
{
UNIMPLEMENTED ("define builder for all buffers to use");
return move(*this);
}
/****************************************************//**
* Terminal: complete the Port wiring and return to the node level.
*/
NodeBuilder<POL>
completePort()
{
//////////////////////////////////////////////////////////OOO finish port data setup here
return static_cast<NodeBuilder<POL>&&> (*this);
} // slice away the subclass
private:
PortBuilder(NodeBuilder<POL>&& anchor)
{ }
friend PortBuilder 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>
inline PortBuilder<POL>
NodeBuilder<POL>::preparePort ()
{
return PortBuilder<POL>{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*/