/* WEAVING-PATTERN.hpp - Base patterns to organise data connections and render processing invocation Copyright (C) 2008, Hermann Vosseler 2024, Hermann Vosseler   **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 weaving-pattern.hpp ** Construction set to assemble and operate a data processing scheme within a Render Node. ** This header defines part of the "glue" which holds together the render node network ** and enables to pull result frames from the nodes. Doing so requires some invocation ** local state to be maintained, especially a table of buffers used to carry out the ** calculations. Further, getting the input buffers filled requires to issue recursive ** \c pull() calls, which on the whole creates a stack-like assembly of local invocation ** state. ** The actual steps to be carried out for a \c pull() call are dependent on the configuration ** of the node to pull. Each node has been preconfigured by the builder with a Connectivity ** descriptor and a concrete type of a StateAdapter. The actual sequence of steps is defined ** in the header nodeoperation.hpp out of a set of basic operation steps. These steps all use ** the passed in Invocation object (a sub-interface of StateAdapter) to access the various ** aspects of the invocation state. ** ** # composition of the Invocation State ** ** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an StateAdapter ** instance directly on the stack, managing the actual buffer pointers and state references. Using this ** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded ** in the actual StateAdapter type known to the NodeWiring (WiringAdapter) instance. All of these actual ** StateAdapter types are built as implementing the engine::StateClosure interface. ** ** @todo relies still on an [obsoleted implementation draft](\ref bufftable-obsolete.hpp) ** @see engine::ProcNode ** @see engine::StateProxy ** @see engine::FeedManifold ** @see nodewiring.hpp interface for building/wiring the nodes ** ** @warning as of 12/2024 first complete integration round of the Render engine ////////////////////////////TICKET #1367 ** */ #ifndef STEAM_ENGINE_WEAVING_PATTERN_H #define STEAM_ENGINE_WEAVING_PATTERN_H #include "steam/common.hpp" #include "steam/engine/proc-node.hpp" #include "steam/engine/turnout-system.hpp" #include "steam/engine/feed-manifold.hpp" /////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation //#include "vault/gear/job.h" //#include "steam/engine/exit-node.hpp" //#include "lib/time/timevalue.hpp" //#include "lib/linked-elements.hpp" #include "lib/several.hpp" //#include "lib/util-foreach.hpp" //#include "lib/iter-adapter.hpp" #include "lib/meta/function.hpp" //#include "lib/itertools.hpp" //#include "lib/util.hpp" ////////OOO wegen manifoldSiz() #include #include //#include namespace steam { namespace engine { using std::forward; using lib::Several; /////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation #if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation /** * Adapter to shield the ProcNode from the actual buffer management, * allowing the processing function within ProcNode to use logical * buffer IDs. StateAdapter is created on the stack for each pull() * call, using setup/wiring data preconfigured by the builder. * Its job is to provide the actual implementation of the Cache * push / fetch and recursive downcall to render the source frames. */ class StateAdapter : public StateClosure { protected: StateClosure& parent_; StateClosure& current_; StateAdapter (StateClosure& callingProcess) : parent_ (callingProcess), current_(callingProcess.getCurrentImplementation()) { } virtual StateClosure& getCurrentImplementation () { return current_; } public: /* === proxying the StateClosure interface === */ virtual void releaseBuffer (BuffHandle& bh) { current_.releaseBuffer (bh); } virtual void is_calculated (BuffHandle const& bh) { current_.is_calculated (bh); } virtual BuffHandle fetch (FrameID const& fID) { return current_.fetch (fID); } virtual BuffTableStorage& getBuffTableStorage() { return current_.getBuffTableStorage(); } // note: allocateBuffer() is chosen specifically based on the actual node wiring }; /** * Invocation context state. * A ref to this type is carried through the chain of NEXT::step() functions * which form the actual invocation sequence. The various operations in this sequence * access the context via the references in this struct, while also using the inherited * public State interface. The object instance actually used as Invocation is created * on the stack and parametrised according to the necessities of the invocation sequence * actually configured. Initially, this real instance is configured without FeedManifold, * because the invocation may be short-circuited due to Cache hit. Otherwise, when * the invocation sequence actually prepares to call the process function of this * ProcNode, a buffer table chunk is allocated by the StateProxy and wired in. */ struct Invocation : StateAdapter { Connectivity const& wiring; const uint outNr; FeedManifold* feedManifold; protected: /** creates a new invocation context state, without FeedManifold */ Invocation (StateClosure& callingProcess, Connectivity const& w, uint o) : StateAdapter(callingProcess), wiring(w), outNr(o), feedManifold(0) { } public: uint nrO() const { return wiring.nrO; } uint nrI() const { return wiring.nrI; } uint buffTabSize() const { return nrO()+nrI(); } /** setup the link to an externally allocated buffer table */ void setBuffTab (FeedManifold* b) { this->feedManifold = b; } bool buffTab_isConsistent () { return (feedManifold) && (0 < buffTabSize()) && (nrO()+nrI() <= buffTabSize()) && (feedManifold->inBuff == &feedManifold->outBuff[nrO()] ) && (feedManifold->inHandle == &feedManifold->outHandle[nrO()]) ; } public: /** specialised version filling in the additional information, i.e * the concrete node id and the channel number in question */ virtual FrameID const& genFrameID () { return current_.genFrameID(wiring.nodeID, outNr); } virtual FrameID const& genFrameID (NodeID const& nID, uint chanNo) { return current_.genFrameID (nID,chanNo); } }; ////////////TICKET #249 this strategy should better be hidden within the BuffHandle ctor (and type-erased after creation) struct AllocBufferFromParent ///< using the parent StateAdapter for buffer allocations : Invocation { AllocBufferFromParent (StateClosure& sta, Connectivity const& w, const uint outCh) : Invocation(sta, w, outCh) {} virtual BuffHandle allocateBuffer (const lumiera::StreamType* ty) { return parent_.allocateBuffer(ty); } ////////////TODO: actually implement the "allocate from parent" logic! }; struct AllocBufferFromCache ///< using the global current StateClosure, which will delegate to Cache : Invocation { AllocBufferFromCache (StateClosure& sta, Connectivity const& w, const uint outCh) : Invocation(sta, w, outCh) {} virtual BuffHandle allocateBuffer (const lumiera::StreamType* ty) { return current_.allocateBuffer(ty); } }; /** * The real invocation context state implementation. It is created * by the NodeWiring (Connectivity) of the processing node which * is pulled by this invocation, hereby using the internal configuration * information to guide the selection of the real call sequence * * \par assembling the call sequence implementation * Each ProcNode#pull() call creates such a StateAdapter subclass on the stack, * with a concrete type according to the Connectivity of the node to pull. * This concrete type encodes a calculation Strategy, which is assembled * as a chain of policy templates on top of OperationBase. For each of the * possible configurations we define such a chain (see bottom of nodeoperation.hpp). * The WiringFactory defined in nodewiring.cpp actually drives the instantiation * of all those possible combinations. */ template class ActualInvocationProcess : public BufferProvider , private Strategy { public: ActualInvocationProcess (StateClosure& callingProcess, Connectivity const& w, const uint outCh) : BufferProvider(callingProcess, w, outCh) { } /** contains the details of Cache query and recursive calls * to the predecessor node(s), eventually followed by the * ProcNode::process() callback */ BuffHandle retrieve () { return Strategy::step (*this); } }; #endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation /////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation /** * Standard implementation for a _Weaving Pattern_ to connect * the input and output data feeds (buffers) into a processing function. * @tparam INVO a configuration / policy base class to _adapt for invocation_ * @note assumptions made regarding the overall structure * - `INVO::Feed` defines an _invocation adapter_ for the processing function * - `INVO::buildFeed()` is a functor to (repeatedly) build `Feed` instances * - the _invocation adapter_ in turn embeds a `FeedManifold` to hold * + an array of input buffer pointers * + an array of output buffer pointers * + `INVO::MAX_SIZ` limits both arrays */ template struct SimpleWeavingPattern : INVO { using Feed = typename INVO::Feed; static_assert (_verify_usable_as_InvocationAdapter()); Several leadPort; Several outTypes; uint resultSlot{0}; /** forwarding-ctor to provide the detailed input/output connections */ template SimpleWeavingPattern (Several&& pr ,Several&& dr ,uint resultIdx ,ARGS&& ...args) : INVO{forward(args)...} , leadPort{move(pr)} , outTypes{move(dr)} , resultSlot{resultIdx} { } Feed mount() { return INVO::buildFeed(); } void pull (Feed& feed, TurnoutSystem& turnoutSys) { for (uint i=0; i class Turnout : public Port , public PAT // , util::MoveOnly { using Feed = typename PAT::Feed; public: template Turnout (ProcID& id, INIT&& ...init) : Port{id} , PAT{forward (init)...} { } /** * Entrance point to the next recursive step of media processing. * @param turnoutSys anchor context with parameters and services * @return a BuffHandle exposing the generated result data */ BuffHandle weave (TurnoutSystem& turnoutSys, OptionalBuff outBuff =std::nullopt) override { Feed feed = PAT::mount(); PAT::pull(feed, turnoutSys); PAT::shed(feed, outBuff); PAT::weft(feed); return PAT::fix (feed); } }; }}// namespace steam::engine #endif /*STEAM_ENGINE_WEAVING_PATTERN_H*/