...still fighting to find a suitable API to define how inputs and outputs are connected and mapped to function parameters. The solution drafted here uses the reshaped `DataBuilder` (≙`lib::SeveralBuilder`) to add up connections for each »slot«, disregarding the possibility of permutations. Similar to `NodeBuilder`, a policy template is used to pass down the setup for an actual custom allocator.
105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
/*
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WEAVING-PATTERN-BUILDER.hpp - build an invocation pattern for media calculations
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Copyright (C) Lumiera.org
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2024, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file weaving-pattern-builder.hpp
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** Construction kit for establishing an invocation scheme for media calculations.
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**
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** @see turnout.hpp
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** @see node-builder.hpp
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** @see NodeLinkage_test
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**
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** @todo WIP-WIP-WIP as of 7/2024 prototyping how to build and invoke render nodes /////////////////////////TICKET #1367
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**
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*/
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#ifndef STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H
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#define STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H
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//#include "steam/common.hpp"
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//#include "steam/engine/channel-descriptor.hpp"
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//#include "vault/gear/job.h"
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#include "lib/several-builder.hpp"
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#include "steam/engine/turnout.hpp"
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//#include "lib/util-foreach.hpp"
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//#include "lib/iter-adapter.hpp"
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//#include "lib/meta/function.hpp"
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//#include "lib/itertools.hpp"
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//#include "lib/util.hpp"
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//#include <utility>
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//#include <array>
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namespace steam {
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namespace engine {
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using std::forward;
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using lib::Several;
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template<class POL, class I, class E=I>
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using DataBuilder = lib::SeveralBuilder<I,E, POL::template Policy>;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Prototyping: how to assemble a Turnout
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template<uint N, class FUN>
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using SimpleDirectInvoke = SimpleWeavingPattern<Conf_DirectFunctionInvocation<N,FUN>>;
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template<class POL, uint N, class FUN>
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struct SimpleWeavingBuilder
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: util::MoveOnly
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{
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DataBuilder<POL, PortRef> leadPort;
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DataBuilder<POL, BuffDescr> outTypes;
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SimpleWeavingBuilder
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attachToLeadPort(ProcNode& lead, uint portNr)
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{
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PortRef portRef; /////////////////////////////////////OOO TODO need Accessor on ProcNode!!!!!
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leadPort.emplace (portRef);
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ENSURE (leadPort.size() < N);
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return move(*this);
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}
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SimpleWeavingBuilder
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appendBufferTypes(size_t cnt, BuffDescr const& descriptor)
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{
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outTypes.fillElm (cnt, descriptor);
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ENSURE (outTypes.size() < N);
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return move(*this);
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}
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auto
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build()
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{
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using Product = Turnout<SimpleDirectInvoke<N,FUN>>;
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///////////////////////////////OOO need a way to prepare SeveralBuilder-instances for leadPort and outDescr --> see NodeBuilder
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return Product{leadPort.build(), outTypes.build};
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}
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : (End)Prototyping: how to assemble a Turnout
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}}// namespace steam::engine
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#endif /*STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H*/
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