LUMIERA.clone/src/steam/engine/weaving-pattern-builder.hpp
Ichthyostega a477c5953b Invocation: expand capabilities in existing code
This is an attempt to rework gradually while keeping the existing code valid.
For the simple reason that the existing code is quite elaborate and difficult to re-orient.

Thus using a ''second branch,'' and sharing the traits template while expanding its capabilities
2024-12-15 23:25:01 +01:00

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/*
WEAVING-PATTERN-BUILDER.hpp - build an invocation pattern for media calculations
Copyright (C)
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-builder.hpp
** Construction kit to establish an invocation scheme for media calculations.
** Adapters and configuration is provided to invoke the actual _media processing function_
** in accordance to a fixed _wiring scheme:_
** - the function takes two arguments
** - these are an array of input and output buffer pointers
** - buffer sizes or types are assumed to be uniform over all »slots«
** - yet the input side my use another type than the output side
** @todo as of 10/2024, this scheme is established as prototype to explore how processing nodes
** can be build, connected and invoked; the expectation is however that this simple scheme
** is suitable to adapt and handle many common cases of invoking media processing functions,
** because the given _functor_ is constructed within a plug-in tailored to a specific
** media processing library (e.g. FFmpeg) and thus can be a lambda to forward to the
** actual function.
** @note steam::engine::Turnout mixes-in the steam::engine::MediaWeavingPattern, which in turn
** inherits from an *Invocation Adapter* given as template parameter. So this constitutes
** an *extension point* where other, more elaborate invocation schemes could be integrated.
**
**
** # Interplay of NodeBuider, PortBuilder and WeavingBuilder
**
** The steam::engine::WeavingBuilder defined here serves as the low-level builder and adapter
** to prepare the wiring and invocation. The builder-API allows to setup the wiring of input
** and output-»slots« and control some detail aspects like caching. However, without defining
** any connections explicitly, a simple 1:1 wiring scheme is employed
** - each _input slot_ of the function gets an input buffer, which is filled by _pulling_
** (i.e. invoking) a predecessor node (a so called »lead«).
** - for each _output slot_ a buffer is allocated for the processing function to drop off
** the calculated media data
** - only one of these output buffers is used as actual result, while the other buffers
** are just discarded (but may possibly be fed to the frame cache).
**
** Each [Processing Node](\ref ProcNode) represents one specific processing functionality on a
** logical level; yet such a node may be able to generate several „flavours“ of this processing,
** which are represented as *ports* on this node. Actually, each such port stands for one specific
** setup of a function invocation, with appropriate _wiring_ of input and output connections.
** For example, an audio filtering function may be exposed on port-#1 for stereo sound, while
** port-#2 may process the left, and port-#3 the right channel in isolation. It is entirely
** up to the library-adapter-plug-in what processing functions to expose, and in which flavours.
** The WeavingBuilder is used to generate a single \ref Turnout object, which corresponds to
** the invocation of a single port and thus one flavour of processing.
**
** At one architectural level above, the \ref NodeBuilder exposes the ability to set up a
** ProcNode, complete with several ports and connected to possibly several predecessor nodes.
** Using a sequence of NodeBuilder invocations, the _processing node graph_ can be built gradually,
** starting from the source (predecessors) and moving up to the _exit nodes,_ which produce the
** desired calculation results. The NodeBuilder offers a function to define the predecessor nodes
** (also designated as _lead nodes_), and it offers an [entrance point](\ref NodeBuilder::preparePort)
** to descend into a \ref PortBuilder, allowing to add the port definitions for this node step by step.
**
** On the implementation level, the PortBuilder inherits from the NodeBuilder and embeds a
** WeavingBuilder instance. Moreover, the actual parametrisations of the NodeBuilder template
** are chained to create a _functional data structure._ This intricate setup is necessary because
** the actual data structure of the node graph comprises several small descriptor arrays and
** interconnected pointers, which are all placed into consecutive chunks of memory, using a
** custom allocator, the AllocationCluster. The lib::Several is used as front-end to access
** these small collections of related objects, and the associated lib::SeveralBuilder provides
** the low-level memory allocation and object creation functionality. The purpose of this
** admittedly quite elaborate scheme is to generate a compact data structure, with high
** cache locality and without wasting too much memory. Since the exact number of elements
** and the size of those elements can be deduced only after the builder-API usage has
** been completed, the aforementioned functional datastructure is used to collect the
** parametrisation information for all ports, while delaying the actual object creation.
** With this technique, it is possible to generate all descriptors or entries of one
** kind in a single run, and placed optimally and compact into the memory allocation.
**
** @see turnout.hpp
** @see node-builder.hpp
** @see NodeLink_test
**
** @todo WIP-WIP-WIP as of 10/2024 prototyping how to build and invoke render nodes /////////////////////////TICKET #1371
**
*/
#ifndef STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H
#define STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H
//#include "steam/common.hpp"
#include "lib/error.hpp"
#include "lib/symbol.hpp"
//#include "steam/engine/channel-descriptor.hpp"
//#include "vault/gear/job.h"
#include "lib/several-builder.hpp"
#include "steam/engine/proc-id.hpp"
#include "steam/engine/engine-ctx.hpp"
#include "steam/engine/weaving-pattern.hpp"
#include "steam/engine/buffer-provider.hpp"
#include "steam/engine/buffhandle-attach.hpp" /////////////////OOO why do we need to include this? we need the accessAs<TY>() template function
#include "lib/test/test-helper.hpp" ////////////////////////////OOO TODO added for test
#include "lib/format-string.hpp"
//#include "lib/util-foreach.hpp"
//#include "lib/iter-adapter.hpp"
//#include "lib/meta/function.hpp"
//#include "lib/itertools.hpp"
#include "lib/util.hpp"
//#include <utility>
#include <functional>
//#include <array>
#include <vector>
#include <string>
namespace steam {
namespace engine {
namespace err = lumiera::error;
using StrView = std::string_view;
using std::forward;
// using lib::Literal;
using lib::Several;
using lib::Depend;
using util::_Fmt;
using util::max;
/**
* Typical base configuration for a Weaving-Pattern chain:
* - use a simple processing function
* - pass an input/output buffer array to this function
* - map all »slots« directly without any re-ordering
* - use a sufficiently sized FeedManifold as storage scheme
* @remark actual media handling plug-ins may choose to
* employ more elaborate _invocation adapters_
* specifically tailored to the library's needs.
*/
template<class FUN>
struct DirectFunctionInvocation
: util::MoveOnly
{
enum{ MAX_SIZ = _ProcFun<FUN>::MAXSZ };
using Manifold = FoldManifeed<FUN>; ////////////////////////////////////////////////////OOO temporary fork between old-style and new-style implementation
using Feed = SimpleFunctionInvocationAdapter<Manifold, FUN>;
std::function<Feed()> buildFeed;
/** when building the Turnout, prepare the _invocation adapter_
* @note processing function \a fun is bound by value into the closure,
* so that each invocation will create a copy of that function,
* embedded (and typically inlined) into the invocation adapter.
*/
DirectFunctionInvocation(FUN fun)
: buildFeed{[=]{ return Feed{fun}; }}
{ }
};
template<class POL, class I, class E=I>
using DataBuilder = lib::SeveralBuilder<I,E, POL::template Policy>;
template<uint siz>
using SizMark = std::integral_constant<uint,siz>;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1371 : Prototyping: how to assemble a Turnout
/**
* Recursive functional data structure to collect weaving pattern data
* and finally to emplace a Turnout instance into the data storage
* for each port, as specified by preceding builder-API invocations.
* @tparam PAR recursive layering for preceding entries
* @tparam BUILD a builder functor to emplace one Turnout instance,
* thereby opaquely embedding all specific data typing.
* @tparam siz storage in bytes to hold data produced by \a BUILD
*/
template<class PAR, class BUILD, uint siz>
struct PatternData
: PAR
{
BUILD buildEntry;
uint size() { return 1 + PAR::size(); }
template<class DAB>
void
collectEntries (DAB& dataBuilder, uint cntElm =0, uint maxSiz =0)
{
PAR::collectEntries (dataBuilder, cntElm+1, max (siz,maxSiz));
buildEntry (dataBuilder);
}
PatternData(PAR&& predecessor, BUILD&& entryBuilder)
: PAR{move (predecessor)}
, buildEntry{move (entryBuilder)}
{ }
};
/**
* Data recursion end: prime the port data storage
* by reserving appropriate storage to hold all known Turnout elements.
*/
struct PatternDataAnchor
{
uint size() { return 0; }
template<class DAB>
void
collectEntries (DAB& dataBuilder, uint cntElm, uint maxSiz)
{
dataBuilder.reserve (cntElm, maxSiz);
}
};
template<class FUN>
using SimpleDirectInvoke = MediaWeavingPattern<DirectFunctionInvocation<FUN>>;
/**
* A low-level Builder to prepare and adapt for a specific node invocation.
* In this context, »weaving« refers to the way parameters and results of an
* processing function are provided, combined and forwarded within the setup
* for an actual Render Node invocation. When the invocation happens, a kind
* of preconfigured _blue print_ or invocation plan is executed; the purpose
* of the build at »Level-2« (≙the purpose of this code) is to preconfigure
* this invocation scheme. Using a _low level builder_ as controlled by the
* actual NodeBuilder and PortBuilder allows to introduce extension points
* and helps to abstract away internal technical details of the invocation.
* @tparam POL allocation and context configuration policy
* @tparam N maximum number of input and output slots
* @tparam FUN function or invocation adapter to invoke
*/
template<class POL, class FUN>
struct WeavingBuilder
: util::MoveOnly
{
using FunSpec = _ProcFun<FUN>;
using TurnoutWeaving = Turnout<SimpleDirectInvoke<FUN>>;
static constexpr SizMark<sizeof(TurnoutWeaving)> sizMark{};
static constexpr uint FAN_I = FunSpec::FAN_I;
static constexpr uint FAN_O = FunSpec::FAN_O;
using TypeMarker = std::function<BuffDescr(BufferProvider&)>;
using ProviderRef = std::reference_wrapper<BufferProvider>;
DataBuilder<POL, PortRef> leadPorts;
std::vector<TypeMarker> buffTypes;
std::vector<ProviderRef> providers;
uint resultSlot{0};
Depend<EngineCtx> ctx;
StrView nodeSymb_;
StrView portSpec_;
FUN fun_;
template<typename...INIT>
WeavingBuilder(FUN&& init, StrView nodeSymb, StrView portSpec, INIT&& ...alloInit)
: leadPorts{forward<INIT> (alloInit)...}
, nodeSymb_{nodeSymb}
, portSpec_{portSpec}
, fun_{move(init)}
{ }
WeavingBuilder&&
attachToLeadPort (ProcNode& lead, uint portNr)
{
if (leadPorts.size() >= FAN_I)
throw err::Logic{_Fmt{"Builder: attempt to add further input, "
"but all %d »input slots« of the processing function are already connected."}
% FAN_I
};
PortRef portRef{lead.getPort (portNr)};
leadPorts.append (portRef);
return move(*this);
}
template<class BU>
WeavingBuilder&&
appendBufferTypes (uint cnt)
{
if (buffTypes.size()+cnt > FAN_O)
throw err::Logic{_Fmt{"Builder: attempt add %d further output buffers, "
"while %d of %d possible outputs are already connected."}
% cnt % buffTypes.size() % FAN_O
};
while (cnt--)
buffTypes.emplace_back([](BufferProvider& provider)
{ return provider.getDescriptor<BU>(); });
ENSURE (buffTypes.size() <= FAN_O);
return move(*this);
}
WeavingBuilder&&
fillRemainingBufferTypes()
{
using BuffO = typename FunSpec::BuffO;
uint cnt = FAN_O - buffTypes.size();
return appendBufferTypes<BuffO>(cnt);
}
WeavingBuilder&&
connectRemainingInputs (DataBuilder<POL, ProcNodeRef>& knownLeads, uint defaultPort)
{
REQUIRE (leadPorts.size() <= FAN_I);
uint cnt = FAN_I - leadPorts.size();
if (FAN_I > knownLeads.size())
throw err::Logic{_Fmt{"Builder: attempt to auto-connect %d further »input slots«, "
"but this ProcNode has only %d predecessor nodes, while the "
"given processing function expects %d inputs."}
% cnt % knownLeads.size() % FAN_I
};
while (cnt--)
attachToLeadPort (knownLeads[leadPorts.size()], defaultPort);
return move(*this);
}
WeavingBuilder&&
selectResultSlot (uint idx)
{
this->resultSlot = idx;
return move(*this);
}
auto
build()
{
// discard excess storage prior to allocating the output types sequence
leadPorts.shrinkFit();
maybeFillDefaultProviders (buffTypes.size());
REQUIRE (providers.size() == buffTypes.size());
auto outTypes = DataBuilder<POL, BuffDescr>{leadPorts.policyConnect()}
.reserve (buffTypes.size());
uint i=0;
for (auto& typeConstructor : buffTypes)
outTypes.append (
typeConstructor (providers[i++]));
ENSURE (leadPorts.size() == FunSpec::FAN_I);
ENSURE (outTypes.size() == FunSpec::FAN_O);
using PortDataBuilder = DataBuilder<POL, Port>;
// provide a free-standing functor to build a suitable Port impl (≙Turnout)
return [leads = move(leadPorts.build())
,types = move(outTypes.build())
,procFun = move(fun_)
,resultIdx = resultSlot
,procID = ProcID::describe (nodeSymb_,portSpec_)
]
(PortDataBuilder& portData) mutable -> void
{
portData.template emplace<TurnoutWeaving> (procID
,move(leads)
,move(types)
,resultIdx
,move(procFun)
);
};
}
private:
void
maybeFillDefaultProviders (size_t maxSlots)
{
for (uint i=providers.size(); i < maxSlots; ++i)
providers.emplace_back (ctx().mem);
}
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : (End)Prototyping: how to assemble a Turnout
}}// namespace steam::engine
#endif /*STEAM_ENGINE_WEAVING_PATTERN_BUILDER_H*/