Remove left-overs from the preceding prototypical implementation, which is now obliterated by the change to a flexibly configured `FeedManifold` with structured, typed storage for buffers and for parameter data. The Render Node invocation sequence, as rearranged and reworked for the »Playback Vertical Slice«, now seems reasonably clear and settled. Adding extensive documentation to describe the conventions and structures worked out thus far; moreover, start makeover of old documentation in the !TiddlyWiki to remove concepts obviously obsoleted now...
490 lines
18 KiB
C++
490 lines
18 KiB
C++
/*
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NODE-BUILDER.hpp - Setup of render nodes connectivity
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Copyright (C)
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2009, Hermann Vosseler <Ichthyostega@web.de>
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2024, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file node-builder.hpp
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** Specialised shorthand notation for building the Render Node network.
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** During the Builder run, the Render Node network will be constructed by gradually
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** refining the connectivity structure derived from interpreting the »high-level Model«
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** from the current Session. At some point, it is essentially clear what data streams
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** must be produced and what media processing functionality from external libraries
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** will be utilised to achieve the goal. This is when the fluent builder notation
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** defined in this header comes into play, allowing to package the fine grained and
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** in part quite confusing details of parameter wiring and invocation preparation into
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** some goal oriented building blocks, that can be combined and directed with greater
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** clarity by the control structure to govern the build process.
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**
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**
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** # Levels of connectivity building
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**
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** The actual node connectivity is established by a process of gradual refinement,
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** operating over several levels of abstraction. Each of these levels uses its associated
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** builder and descriptor records to collect information, which is then emitted by a
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** _terminal invocation_ to produce the result; the higher levels thereby rely on the
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** lower levels to fill in and elaborate the details.
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** - *Level-1* is the preparation of an actual frame processing operation; the Level-1-builder
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** is in fact the implementation class sitting behind a Render Node's _Port._ It is called
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** a _Turnout_ and contains a preconfigured »blue print« for the data structure layout
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** used for the invocation; its purpose is to generate the actual data structure on the
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** stack, holding all the necessary buffers and parameters ready for invoking the external
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** library functions. Since the actual data processing is achieved by a _pull processing,_
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** originating at the top level exit nodes and propagating down towards the data sources,
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** all the data feeds at all levels gradually link together, forming a _TurnoutSystem._
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** - *Level-2* generates the actual network of Render Nodes, which in turn will have the
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** Turnout instances for Level-1 embedded into their internal ports. Conceptually, a
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** _Port_ is where data production can be requested, and the processing will then
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** retrieve its prerequisite data from the ports of the _Leads,_ which are the
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** prerequisite nodes situated one level below or one step closer to the source.
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** - *Level-3* establishes the processing steps and data retrieval links between them;
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** at this level, thus the outline of possible processing pathways is established.
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** After spelling out the desired connectivity at a high level, the so called »Level-3 build
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** walk« is triggered by invoking the [terminal builder operation](\ref ProcBuilder::build()
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** on the [processing builder](\ref ProcBuilder) corresponding to the topmost node. This
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** build walk will traverse the connectivity graph depth-first, and then start invoking the
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** Level-2 builder operations bottom-up to generate and wire up the corresponding Render Nodes.
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**
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** ## Using custom allocators
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**
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** Since the low-level-Model is a massive data structure comprising thousands of nodes, each with
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** specialised parametrisation for some media handling library, and a lot of cross-linking pointers,
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** it is important to care for efficient usage of memory with good locality. Furthermore, the higher
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** levels of the build process will generate additional temporary data structures, refined gradually
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** until the actual render node network can be emitted. Each builder level can thus be outfitted
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** with a custom allocator — typically an instance of lib::AllocationCluster. Notably the higher
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** levels can be attached to a separate AllocationCluster instance, which will be discarded once
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** the build process is complete, while Level-2 (and below) uses the allocator for the actual
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** target data structure, which has to be retained while the render graph is used; more
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** specifically until a complete segment of the timeline is superseded and has been re-built.
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** @remark syntactically, the custom allocator specification is given after opening a top-level
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** builder, by means of the builder function `.withAllocator<ALO> (args...)`
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**
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** @todo WIP-WIP-WIP 10/2024 Node-Invocation is reworked from ground up -- some parts can not be
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** spelled out completely yet, since we have to build this tightly interlocked system of
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** code moving bottom up, and then filling in further details later working top-down.
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**
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** @see steam::engine::NodeFactory
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** @see nodewiring.hpp
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** @see node-basic-test.cpp
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**
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*/
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#ifndef ENGINE_NODE_BUILDER_H
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#define ENGINE_NODE_BUILDER_H
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#include "lib/error.hpp"
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#include "lib/nocopy.hpp"
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#include "steam/engine/weaving-pattern-builder.hpp"
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#include "steam/engine/proc-node.hpp"
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#include "steam/engine/turnout.hpp"
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#include "lib/several-builder.hpp"
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#include "lib/format-string.hpp"
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#include "lib/index-iter.hpp"
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#include <utility>
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#include <vector>
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namespace steam {
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namespace engine {
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namespace err = lumiera::error;
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using util::_Fmt;
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using std::forward;
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using std::move;
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namespace { // default policy configuration to use heap allocator
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struct UseHeapAlloc
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{
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template<class I, class E=I>
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using Policy = lib::allo::HeapOwn<I,E>;
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};
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//
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}//(End) policy
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/**
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* A builder to collect working data.
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* Implemented through a suitable configuration of lib::SeveralBuilder,
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* with a policy configuration parameter to define the allocator to use.
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*/
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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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template<class POL, class DAT>
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class NodeBuilder;
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template<class POL, class DAT>
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class PortBuilderRoot;
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template<class POL, class DAT = PatternDataAnchor>
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class NodeBuilder
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: util::MoveOnly
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{
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using PortData = DataBuilder<POL, Port>;
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using LeadRefs = DataBuilder<POL, ProcNodeRef>;
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protected:
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StrView symbol_;
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LeadRefs leads_;
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DAT patternData_;
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public:
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template<typename...INIT>
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NodeBuilder (StrView nodeSymbol, INIT&& ...alloInit)
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: symbol_{nodeSymbol}
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, leads_{forward<INIT> (alloInit)...}
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{ }
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template<class BUILD, uint siz, class D0>
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NodeBuilder (NodeBuilder<POL,D0>&& pred, SizMark<siz>, BUILD&& entryBuilder)
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: symbol_{pred.symbol_}
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, leads_{move (pred.leads_)}
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, patternData_{move (pred.patternData_), forward<BUILD> (entryBuilder)}
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{ }
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template<class P, class D0>
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friend class NodeBuilder;
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NodeBuilder
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addLead (ProcNode const& lead)
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{
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leads_.append (lead);
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return move(*this);
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}
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/** recursively enter detailed setup of a single processing port */
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PortBuilderRoot<POL,DAT> preparePort();
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/**
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* cross-builder function to specify usage of a dedicated *node allocator*
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* @tparam ALO (optional) spec for the allocator to use
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* @tparam INIT (optional) initialisation arguments for the allocator
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* @remarks this is a front-end to the extension point for allocator specification
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* exposed through lib::SeveralBuilder::withAllocator(). The actual meaning
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* of the given parameters and the choice of the actual allocator happens
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* through resolution of partial template specialisations of the extension
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* point lib::allo::SetupSeveral. Some notable examples
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* - withAllocator<ALO>() attaches to a _monostate_ allocator type.
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* - `withAllocator<ALO> (ALO<X> allo)` uses a C++ standard allocator
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* instance `allo`, dedicated to produce objects of type `X`
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* - `withAllocator (AllocationCluster&)` attaches to a specific
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* AllocationCluster; this is the most relevant usage pattern
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*/
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template<template<typename> class ALO =std::void_t, typename...INIT>
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auto
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withAllocator (INIT&& ...alloInit)
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{
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using AllocatorPolicy = lib::allo::SetupSeveral<ALO,INIT...>;
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return NodeBuilder<AllocatorPolicy>{symbol_, forward<INIT>(alloInit)...};
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}
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/************************************************************//**
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* Terminal: complete the ProcNode Connectivity defined thus far.
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*/
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Connectivity
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build()
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{
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PortData ports;
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patternData_.collectEntries(ports);
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return Connectivity{ports.build()
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,leads_.build()
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};
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}
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};
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/** Deduction Guide: help the compiler with deducing follow-up NodeBuilder parameters */
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template<class POL, class D0, uint siz, class BUILD>
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NodeBuilder (NodeBuilder<POL,D0>&&, SizMark<siz>, BUILD&&) -> NodeBuilder<POL, PatternData<D0,BUILD,siz>>;
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template<class POL, class DAT>
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class PortBuilderRoot
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: protected NodeBuilder<POL,DAT>
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{
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public:
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NodeBuilder<POL,DAT>
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completePort()
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{
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static_assert(not sizeof(POL),
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"can not build a port without specifying a processing function");
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}
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/** setup standard wiring to adapt the given processing function.
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* @return a PortBuilder specialised to wrap the given \a FUN */
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template<typename FUN>
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auto invoke (StrView portSpec, FUN fun);
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/** specify an `InvocationAdapter` to use explicitly. */
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template<class ADA, typename...ARGS>
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auto adaptInvocation(ARGS&& ...args);
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private:
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PortBuilderRoot(NodeBuilder<POL>&& anchor)
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: NodeBuilder<POL>{move(anchor)}
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{ }
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friend PortBuilderRoot NodeBuilder<POL>::preparePort();
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};
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/**
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* @remark while _logically_ this builder-function _descends_ into the
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* definition of a port, for the implementation we _wrap_ the existing
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* NodeBuilder and layer a PortBuilder subclass „on top“ — thereby shadowing
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* the enclosed original builder temporarily; the terminal builder operation
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* PortBuilder::completePort() will unwrap and return the original NodeBuilder.
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*/
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template<class POL, class DAT>
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inline PortBuilderRoot<POL, DAT>
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NodeBuilder<POL,DAT>::preparePort ()
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{
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return PortBuilderRoot<POL,DAT>{move(*this)};
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}
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template<class POL, class DAT, class WAB>
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class PortBuilder
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: public PortBuilderRoot<POL,DAT>
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{
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using _Par = PortBuilderRoot<POL,DAT>;
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WAB weavingBuilder_;
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uint defaultPort_;
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public:
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template<class ILA, typename...ARGS>
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PortBuilder
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createBuffers (ARGS&& ...args)
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{
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UNIMPLEMENTED ("define builder for all buffers to use");
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return move(*this);
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}
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/** define the output slot to use as result
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* @remark default is to use the first one */
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PortBuilder
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asResultSlot (uint r)
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{
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weavingBuilder_.selectResultSlot(r);
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return move(*this);
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}
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/** connect the next input slot to existing lead-node given by index */
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PortBuilder
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connectLead (uint idx)
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{
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return connectLeadPort (idx, this->defaultPort_);
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}
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/** connect the next input slot to either existing or new lead-node" */
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PortBuilder
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conectLead (ProcNode& leadNode)
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{
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return connectLeadPort (leadNode, this->defaultPort_);
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}
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/** connect next input to lead-node, using a specific port-number */
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PortBuilder
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connectLeadPort (uint idx, uint port)
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{
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if (idx >= _Par::leads_.size())
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throw err::Logic{_Fmt{"Builder refers to lead-node #%d, yet only %d are currently defined."}
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% idx % _Par::leads_.size()
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,LERR_(INDEX_BOUNDS)
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};
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weavingBuilder_.attachToLeadPort (_Par::leads_[idx], port);
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return move(*this);
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}
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/** connect next input to existing or new lead-node, with given port-number */
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PortBuilder
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connectLeadPort (ProcNode& leadNode, uint port)
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{
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uint knownEntry{0};
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for (auto& lead : lib::IndexIter{_Par::leads_})
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if (util::isSameObject (leadNode, lead))
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break;
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else
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++knownEntry;
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if (knownEntry == _Par::leads_.size())
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_Par::addLead (leadNode);
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ENSURE (knownEntry < _Par::leads_.size());
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weavingBuilder_.attachToLeadPort (knownEntry, port);
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return move(*this);
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}
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/** use given port-index as default for all following connections */
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PortBuilder
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useLeadPort (uint defaultPort)
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{
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this->defaultPort_ = defaultPort;
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return move(*this);
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}
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/*************************************************************//**
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* Terminal: complete the Port wiring and return to the node level.
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*/
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auto
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completePort()
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{
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weavingBuilder_.connectRemainingInputs (_Par::leads_, this->defaultPort_);
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return NodeBuilder{static_cast<NodeBuilder<POL,DAT>&&> (*this) // slice away PortBulder subclass data
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,weavingBuilder_.sizMark
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,weavingBuilder_.build()};
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} // chain to builder with extended patternData
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private:
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template<typename FUN>
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PortBuilder(_Par&& base, FUN&& fun, StrView portSpec)
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: _Par{move(base)}
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, weavingBuilder_{forward<FUN> (fun), _Par::symbol_, portSpec, _Par::leads_.policyConnect()}
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, defaultPort_{_Par::patternData_.size()}
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{ }
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friend class PortBuilderRoot<POL,DAT>;
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};
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/**
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* @param qualifier a semantic distinction of the implementation function
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* @param fun invocation of the actual _data processing operation._
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* @remarks
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* - a _»weaving pattern«_ is applied for the actual implementation, which amounts
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* to a specific style how to route data input and output and how to actually integrate
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* with the underlying media handling library, which exposes the processing functionality.
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* - the standard case of this connectivity is to associate input and output connections
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* directly with the »parameter slots« of the processing function; a function suitable
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* for this pattern takes two arguments (input, output) — each of which is a std::array
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* of buffer pointers, corresponding to the »parameter slots«
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* - what is bound as \a FUN here thus typically is either an adapter function provided by
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* the media-library plug-in, or it is a lambda directly invoking implementation functions
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* of the underlying library, using a buffer type (size) suitable for this library and for
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* the actual media frame data to be processed.
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* - the `fun` is deliberately _taken by-value_ and then moved into a »prototype copy« within
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* the generated `Turnout`, from which an actual copy is drawn anew for each node invocation.
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* - notably this implies that the implementation code of a lambda will be _inlined_ into the
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* actual invocation call, while possibly _creating a copy_ of value-captured closure data;
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* this arrangement aims at exposing the actual invocation for the optimiser.
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*/
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template<class POL, class DAT>
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template<typename FUN>
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auto
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PortBuilderRoot<POL,DAT>::invoke (StrView portSpec, FUN fun)
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{
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using WeavingBuilder_FUN = WeavingBuilder<POL, FUN>;
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return PortBuilder<POL,DAT, WeavingBuilder_FUN>{move(*this), move(fun), portSpec};
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}
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/*
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template<class POL>
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template<class ADA, typename...ARGS>
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auto
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PortBuilderRoot<POL>::adaptInvocation(ARGS&& ...args)
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{
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return move(*this);
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}
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*/
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/**
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* Entrance point for building actual Render Node Connectivity (Level-2)
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* @note when using a custom allocator, the first follow-up builder function
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* to apply should be `withAllocator<ALO>(args...)`, prior to adding
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* any further specifications and data elements.
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*/
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inline auto
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prepareNode (StrView nodeSymbol)
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{
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return NodeBuilder<UseHeapAlloc>{nodeSymbol};
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}
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class ProcBuilder
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: util::MoveOnly
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{
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public:
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void //////////////////////////////////////////////////////////OOO return type
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requiredSources ()
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{
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UNIMPLEMENTED ("enumerate all source feeds required");
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// return move(*this);
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}
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void //////////////////////////////////////////////////////////OOO return type
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retrieve (void* streamType)
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{
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UNIMPLEMENTED ("recursively define a predecessor feed");
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// return move(*this);
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}
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/****************************************************//**
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* Terminal: trigger the Level-3 build walk to produce a ProcNode network.
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*/
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void //////////////////////////////////////////////////////////OOO return type
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build()
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{
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UNIMPLEMENTED("Level-3 build-walk");
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}
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};
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class LinkBuilder
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: util::MoveOnly
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{
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public:
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void //////////////////////////////////////////////////////////OOO return type
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from (void* procAsset)
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{
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UNIMPLEMENTED ("recursively enter definition of processor node to produce this feed link");
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// return move(*this);
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}
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};
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/**
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* Entrance point for defining data flows and processing steps.
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*/
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inline auto
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retrieve(void* streamType)
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{
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UNIMPLEMENTED("start a connectivity definition at Level-3");
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return LinkBuilder{}; ///////////////////////////////////////////////////////////////////OOO this is placeholder code; should at least open a ticket
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}
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}} // namespace steam::engine
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#endif /*ENGINE_NODE_BUILDER_H*/
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