...which then also allow to fill in the missing parts for the default 1:1 wiring scheme, which connects each »input slot« of the processing function with the corresponding ''lead node''
222 lines
10 KiB
C++
222 lines
10 KiB
C++
/*
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PROC-NODE.hpp - Key abstraction of the Render Engine: a Processing Node
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Copyright (C) Lumiera.org
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2008, 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 proc-node.hpp
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** Interface to the processing nodes and the render nodes network.
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**
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** Actually, there are three different interfaces to consider
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** - the ProcNode#pull is the invocation interface. It is function-call style
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** - the builder interface, comprised by the NodeFactory and the WiringFactory.
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** - the actual processing function is supposed to be a C function and will be
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** hooked up within a thin wrapper.
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**
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** By using the builder interface, concrete node and wiring descriptor classes are created,
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** based on some templates. These concrete classes form the "glue" to tie the node network
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** together and contain much of the operation behaviour in a hard wired fashion.
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**
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** @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
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**
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** @see nodefactory.hpp
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** @see operationpoint.hpp
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*/
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#ifndef STEAM_ENGINE_PROC_NODE_H
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#define STEAM_ENGINE_PROC_NODE_H
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#include "lib/error.hpp"
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#include "lib/nocopy.hpp"
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#include "steam/common.hpp"
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#include "steam/asset/proc.hpp"
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#include "steam/mobject/parameter.hpp"
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//#include "steam/engine/state-closure-obsolete.hpp" ///////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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#include "steam/engine/state-closure.hpp" /////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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#include "steam/engine/channel-descriptor.hpp"
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#include "steam/engine/turnout-system.hpp"
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#include "lib/frameid.hpp"
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#include "lib/ref-array.hpp" /////////////////////OOO phase out
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#include "lib/format-string.hpp"
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#include "lib/several.hpp"
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#include <vector>
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#include <optional>
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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 std::move;
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using std::vector; //////////////TODO;
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using lumiera::NodeID;
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using util::_Fmt;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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class ProcNode;
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// typedef ProcNode* PNode;
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using ProcNodeRef = std::reference_wrapper<ProcNode>;
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using OptionalBuff = std::optional<BuffHandle>;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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class Port
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// : util::MoveOnly //////////////////////////////////////////////////OOO not clear if necessary here, and requires us to declare the ctors!!! See Turnout
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: util::NonCopyable //////////////////////////////////////////////////OOO this would be the perfect solution, if we manage to handle this within the builder
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{
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public:
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virtual ~Port(); ///< this is an interface
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virtual BuffHandle weave (TurnoutSystem&, OptionalBuff =std::nullopt) =0;
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// // compiler does not generate a move-ctor automatically due to explicit dtor
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// Port() = default;
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// Port(Port&&) = default;
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};
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using PortRef = std::reference_wrapper<Port>;
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/**
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* Interface: Description of the input and output ports,
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* processing function and predecessor nodes for a given ProcNode.
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*
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* @todo the design of this part is messy in several respects.
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* Basically, its left-over from a first prototypical implementation from 2008
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* As of 1/2012, we're re-shaping that engine interface and invocation with a top-down approach,
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* starting from the player. Anyhow, you can expect the basic setup to remain as-is: there will
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* be a ProcNode and a Connectivity descriptor, telling how it's connected to its predecessors,
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* and defining how the Node is supposed to operate
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*
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* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
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*/
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class Connectivity
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{
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public: /* === public information record describing the node graph === */
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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using Ports = lib::Several<Port>;
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using Leads = lib::Several<ProcNodeRef>;
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Ports ports;
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Leads leads;
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NodeID const& nodeID;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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// protected:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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Connectivity (Ports&& pr, Leads&& lr, NodeID const& nID)
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: ports(move(pr))
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, leads(move(lr))
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, nodeID(nID)
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{ }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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/* ==== strategy API for configuring the node operation ==== */
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friend class ProcNode; /////////////////////////////////OOO who needs friendship?
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/** the wiring-dependent part of the node operation.
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* Includes the creation of a one-way state object on the stack
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* holding the actual buffer pointers and issuing the recursive pull() calls
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* @see NodeWiring#callDown default implementation
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*/
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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virtual BuffHandle
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callDown (StateClosure_OBSOLETE& currentProcess, uint requiredOutputNr) const =0;
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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};
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/**
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* Key abstraction of the Render Engine: A Data processing Node
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*
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* @todo it's not clear as of 9/09 if ProcNode shall be an ABC/Interface
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* It might be used as ABC (as was the original intention) when implementing
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* several query/information functions. In that case, the ctor will become protected.
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* The alternative would be to push down these information-retrieval part into a
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* configurable element within Connectivity, in which case we even might drop
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* ProcNode as a frontend entirely.
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* @todo WIP-WIP-WIP 2024 Node-Invocation is reworked from ground up for the »Playback Vertical Slice«
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*/
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class ProcNode
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: util::NonCopyable
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{
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Connectivity wiring_;
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public:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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ProcNode (Connectivity&& con)
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: wiring_(move(con))
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{ }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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public:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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Port&
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getPort (uint portIdx)
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{
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if (portIdx >= wiring_.ports.size())
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throw err::Logic{_Fmt{"Accessing node-port #%d, while only %d ports are defined."}
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% portIdx % wiring_.ports.size()
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,LERR_(INDEX_BOUNDS)
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};
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return wiring_.ports[portIdx];
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}
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/** Engine Core operation: render and pull output from this node.
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* On return, currentProcess will hold onto output buffer(s)
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* containing the calculated result frames. In case this node
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* calculates a multichannel output, only one channel can be
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* retrieved by such a \c pull() call, but you can expect data
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* of the other channels to be processed and fed to cache.
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* @param currentProcess the current processing state for
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* managing buffers and accessing current parameter values
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* @param requestedOutputNr the output channel requested
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* (in case this node delivers more than one output channel)
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* @return handle to the buffer containing the calculated result.
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*/
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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BuffHandle
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pull (StateClosure_OBSOLETE& currentProcess, uint requestedOutputNr=0) const
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{
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return this->wiringConfig_.callDown (currentProcess, requestedOutputNr);
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}
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1367 : Rebuild the Node Invocation
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}} // namespace steam::engine
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#endif /*STEAM_ENGINE_PROC_NODE_H*/
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