LUMIERA.clone/src/steam/engine/nodeoperation-obsolete.hpp
Ichthyostega 42af5bc4e7 Invocation: rearrange code and cut ties to obsolete implementation draft
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«
2024-12-13 05:13:51 +01:00

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/*
NODEOPERATION.hpp - Specify how the nodes call each other and how processing is organized
Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
  **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 nodeoperation-obsolete.hpp
** Chunks of operation for invoking the rendernodes.
** This header defines part of the "glue" which holds together the render node network
** and enables to pull a result frames from the nodes. Especially, the aspect of
** buffer management and cache query is covered here. Each node has been preconfigured by
** the builder with a WiringDescriptor and a concrete type of a StateAdapter, including
** a specific Configuration, because the node can be built to
** - participate in the Caching or ignore the cache
** - actually process a result or just pull frames from a source
** - employ in-Place calculations or use separate in/out buffers
** Additionally, each node may have a given number of input/output pins, expecting to
** be provided with buffers holding a specific kind of data.
**
** \par composition of the invocation Strategy
** For each individual ProcNode#pull() call, the WiringAdapter#callDown() builds an Invocation state
** instance directly on the stack, holding references to the actual buffer pointers and state. Using this
** StateAdapter, the predecessor nodes are pulled. The way these operations are carried out is encoded
** in the actual type of Strategy, which is defined at the bottom of this header. Each Strategy is a chain
** of elementary operations invoking each other (\c NEXT::step(invocation) ). Notably, all those possible
** configurations are pre-built while compiling (it's a small number below 32 configuration instance).
** To be able to select the Strategy for each configuration, we need a Factory (ConfigSelector defined in
** nodewiring-config.hpp). which is actually instantiated and used in nodewiring.cpp, which is the object
** file holding all those instantiations.
**
**
** @deprecated 12/2024 the internal systematic within the Render Engine has been re-arranged altogether.
** The general operation scheme is now conceptualised as a weaving-pattern
**
**
** @see engine::ProcNode
** @see engine::Invocation
** @see engine::StateClosure
** @see engine::NodeFactory
** @see nodewiring-config.hpp
** @see nodewiring.hpp interface for building/wiring the nodes
**
*/
#ifndef ENGINE_NODEOPERATION_H
#define ENGINE_NODEOPERATION_H
//#include "steam/engine/proc-node.hpp" ///////////////////////////////TODO clarify if required further on
#include "steam/engine/connectivity-obsolete.hpp"
#include "steam/engine/state-closure-obsolete.hpp"
#include "steam/engine/channel-descriptor-obsolete.hpp"
#include "steam/engine/nodeinvocation-obsolete.hpp"
#include "steam/engine/feed-manifold-obsolete.hpp"
#include "lib/meta/util.hpp"
#include "lib/meta/configflags.hpp"
#include "lib/frameid.hpp"
namespace steam {
namespace engine {
namespace config {
/**
* Base class of all concrete invocation sequences.
* Provides a collection of functions used to build up the invocation sequence.
* Additionally providing a marker used to detect the existence of an concrete
* definition/specialisation for a given specific configuration.
*/
struct OperationBase
{
typedef lib::meta::Yes_t is_defined;
BuffHandle
getSource (Invocation& ivo, uint chanNo)
{
UNIMPLEMENTED ("retrieve source data provided by the vault/scheduler");
}
BuffHandle
pullPredecessor (Invocation& ivo, uint chanNo)
{
UNIMPLEMENTED ("invoke pull() on the denoted predecessor node");
}
void
releaseBuffers(BuffHandle* table, uint slotCnt, uint slot_to_retain) //////////////TODO this is going to be implemented rather by smart-handle, Ticket #249
{
UNIMPLEMENTED ("release all buffers with the exception of the desired output");
}
bool
validateBuffers (Invocation& ivo)
{
UNIMPLEMENTED ("Do a final, specifically tailored validation step on the buffers prior to invoking the process function");
}
};
template<class NEXT>
struct QueryCache : NEXT
{
BuffHandle
step (Invocation& ivo)
{
BuffHandle fetched = ivo.fetch (ivo.genFrameID());
if (fetched)
return fetched;
else
return NEXT::step (ivo);
}
};
template<class NEXT>
struct AllocBufferTable : NEXT
{
BuffHandle
step (Invocation& ivo)
{
BuffTableChunk buffTab (ivo.wiring, ivo.getBuffTableStorage());
ivo.setBuffTab(&buffTab);
ASSERT (ivo.feedManifold);
ASSERT (ivo.buffTab_isConsistent());
return NEXT::step (ivo);
}
};
template<class NEXT>
struct PullInput : NEXT
{
BuffHandle
step (Invocation& ivo)
{
BuffHandle * inH = ivo.feedManifold->inHandle;
BuffHandle::PBuff *inBuff = ivo.feedManifold->inBuff;
for (uint i = 0; i < ivo.nrI(); ++i )
{
inBuff[i] =
&*(inH[i] = this->pullPredecessor(ivo,i)); // invoke predecessor
// now Input #i is ready...
}
return NEXT::step (ivo);
}
};
template<class NEXT>
struct ReadSource : NEXT
{
BuffHandle
step (Invocation& ivo)
{
BuffHandle *inH = ivo.feedManifold->inHandle;
BuffHandle *outH = ivo.feedManifold->outHandle;
BuffHandle::PBuff *inBuff = ivo.feedManifold->inBuff;
BuffHandle::PBuff *outBuff = ivo.feedManifold->outBuff;
ASSERT (ivo.nrO() == ivo.nrI() );
for (uint i = 0; i < ivo.nrI(); ++i )
{
inBuff[i] = outBuff[i] =
&*(inH[i] = outH[i] = this->getSource(ivo,i));
// now Input #i is ready...
}
return NEXT::step (ivo);
}
};
template<class NEXT>
struct AllocOutput : NEXT
{
BuffHandle
step (Invocation& ivo)
{
ASSERT (ivo.feedManifold);
ASSERT (ivo.nrO() < ivo.buffTabSize());
BuffHandle *outH = ivo.feedManifold->outHandle;
BuffHandle::PBuff *outBuff = ivo.feedManifold->outBuff;
for (uint i = 0; i < ivo.nrO(); ++i )
{
outBuff[i] =
&*(outH[i] = ivo.allocateBuffer (ivo.wiring.out[i].bufferType));
// now Output buffer for channel #i is available...
}
return NEXT::step (ivo);
}
};
template<class NEXT>
struct ProcessData : NEXT
{
BuffHandle
step (Invocation& ivo)
{
ASSERT (ivo.feedManifold);
ASSERT (ivo.buffTab_isConsistent());
ASSERT (this->validateBuffers(ivo));
// Invoke our own process() function,
// providing the array of outBuffer+inBuffer ptrs
(*ivo.wiring.procFunction) (*ivo.feedManifold->outBuff);
return NEXT::step (ivo);
}
};
template<class NEXT>
struct FeedCache : NEXT
{
BuffHandle
step (Invocation& ivo)
{
for (uint i = 0; i < ivo.nrO(); ++i )
{
// declare all Outputs as finished
ivo.is_calculated(ivo.feedManifold->outHandle[i]);
}
return NEXT::step (ivo);
}
};
template<class NEXT>
struct ReleaseBuffers : NEXT /////////////////TODO: couldn't this be done automatically by BuffTab's dtor??
{ ///////////////// this would require BuffHandle to be a smart ref.... --> ///TICKET #249
BuffHandle
step (Invocation& ivo)
{
// all buffers besides the required Output no longer needed
this->releaseBuffers(ivo.feedManifold->outHandle,
ivo.buffTabSize(),
ivo.outNr);
return ivo.feedManifold->outHandle[ivo.outNr];
}
};
/* =============================================================== */
/* === declare the possible Assembly of these elementary steps === */
enum Cases
{
CACHING = 1,
PROCESS,
INPLACE,
NOT_SET = 0,
NUM_Cases = INPLACE
};
using lib::meta::Config;
///////////////////////TODO: selecting this way isn't especially readable,
///////////////////////////: but BufferProvider selection is going to be solved differently anyway, see Ticket #249
template<class CONF>
struct SelectBuffProvider { typedef AllocBufferFromParent Type; };
template<uint PROC_ign, uint INPLA_ign>
struct SelectBuffProvider< Config<CACHING, PROC_ign, INPLA_ign>> { typedef AllocBufferFromCache Type; };
template<class Config>
struct Strategy ;
template<uint INPLACE_ign>
struct Strategy< Config<CACHING,PROCESS,INPLACE_ign>>
: QueryCache<
AllocBufferTable<
PullInput<
AllocOutput<
ProcessData<
FeedCache<
ReleaseBuffers<
OperationBase > > > > > > >
{ };
template<uint INPLACE_ign>
struct Strategy< Config<PROCESS,INPLACE_ign>>
: AllocBufferTable<
PullInput<
AllocOutput<
ProcessData<
ReleaseBuffers<
OperationBase > > > > >
{ };
template<>
struct Strategy< Config<> >
: AllocBufferTable<
ReadSource<
ReleaseBuffers<
OperationBase > > >
{ };
template<>
struct Strategy< Config<INPLACE> > : Strategy< Config<> > { };
template<>
struct Strategy< Config<CACHING> >
: AllocBufferTable<
ReadSource<
AllocOutput<
ProcessData< // wiring_.processFunction is supposed to do just buffer copying here
ReleaseBuffers<
OperationBase > > > > >
{ };
}}} // namespace steam::engine::config
#endif