LUMIERA.clone/src/steam/engine/weaving-pattern.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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/*
WEAVING-PATTERN.hpp - Base patterns to organise data connections and render processing invocation
Copyright (C)
2008, Hermann Vosseler <Ichthyostega@web.de>
2024, 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 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<FUN>()
#include <utility>
#include <array>
//#include <stack>
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 Strategy, class BufferProvider>
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<N>` to hold
* + an array of input buffer pointers
* + an array of output buffer pointers
* + `INVO::MAX_SIZ` limits both arrays
*/
template<class INVO>
struct SimpleWeavingPattern
: INVO
{
using Feed = typename INVO::Feed;
static_assert (_verify_usable_as_InvocationAdapter<Feed>());
Several<PortRef> leadPort;
Several<BuffDescr> outTypes;
uint resultSlot{0};
/** forwarding-ctor to provide the detailed input/output connections */
template<typename...ARGS>
SimpleWeavingPattern (Several<PortRef>&& pr
,Several<BuffDescr>&& dr
,uint resultIdx
,ARGS&& ...args)
: INVO{forward<ARGS>(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<leadPort.size(); ++i)
{
BuffHandle inputData = leadPort[i].get().weave (turnoutSys);
feed.inBuff.createAt(i, move(inputData));
}
}
void
shed (Feed& feed, OptionalBuff outBuff)
{
for (uint i=0; i<outTypes.size(); ++i)
{
BuffHandle resultData =
i == resultSlot and outBuff? *outBuff
: outTypes[i].lockBuffer();
feed.outBuff.createAt(i, move(resultData));
}
feed.connect (leadPort.size(),outTypes.size());
}
void
weft (Feed& feed)
{
feed.invoke(); // process data
}
BuffHandle
fix (Feed& feed)
{
for (uint i=0; i<leadPort.size(); ++i)
{
feed.inBuff[i].release();
}
for (uint i=0; i<outTypes.size(); ++i)
{
feed.outBuff[i].emit(); // state transition: data ready
if (i != resultSlot)
feed.outBuff[i].release();
}
ENSURE (resultSlot < INVO::MAX_SIZ, "invalid result buffer configured.");
return feed.outBuff[resultSlot];
}
};
/**
* Processing structure to activate a Render Node and produce result data.
* @tparam PAT a _Weaving Pattern,_ which defines in detail how data is retrieved,
* combined and processed to yield the results; actually this implementation
* is assembled from several building blocks, in accordance to the specific
* situation as established by the _Builder_ for a given render node.
*/
template<class PAT>
class Turnout
: public Port
, public PAT
// , util::MoveOnly
{
using Feed = typename PAT::Feed;
public:
template<typename...INIT>
Turnout (ProcID& id, INIT&& ...init)
: Port{id}
, PAT{forward<INIT> (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*/