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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program 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.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor:
+ * Jeroen Bakker
+ * Monique Dewanchand
+ */
+
+class ExecutionGroup;
+
+#ifndef _COM_ExecutionSystem_h
+#define _COM_ExecutionSystem_h
+
+#include "DNA_node_types.h"
+#include <vector>
+#include "COM_Node.h"
+#include "COM_SocketConnection.h"
+#include "BKE_text.h"
+#include "COM_ExecutionGroup.h"
+#include "COM_NodeOperation.h"
+
+using namespace std;
+
+/**
+ * @page execution Execution model
+ * In order to get to an efficient model for execution, serveral steps are being done. these steps are explained below.
+ *
+ * @section EM_Step1 Step 1: translating blender node system to the new compsitor system
+ * Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture. We want to use classes in order to simplify the system.
+ * during this step the blender node_tree is evaluated and converted to a CPP node system.
+ *
+ * @see ExecutionSystem
+ * @see Converter.convert
+ * @see Node
+ *
+ * @section EM_Step2 Step2: translating nodes to operations
+ * Ungrouping the GroupNodes. Group nodes are node_tree's in node_tree's. The new system only supports a single level of node_tree. We will 'flatten' the system in a single level.
+ * @see GroupNode
+ * @see ExecutionSystemHelper.ungroup
+ *
+ * Every node has the ability to convert itself to operations. The node itself is responsible to create a correct NodeOperation setup based on its internal settings.
+ * Most Node only need to convert it to its NodeOperation. Like a ColorToBWNode doesn't check anything, but replaces itself with a ConvertColorToBWOperation.
+ * More complex nodes can use different NodeOperation based on settings; like MixNode. based on the selected Mixtype a different operation will be used.
+ * for more information see the page about creating new Nodes. [@subpage newnode]
+ *
+ * @see ExecutionSystem.convertToOperations
+ * @see Node.convertToOperations
+ * @see NodeOperation base class for all operations in the system
+ *
+ * @section EM_Step3 Step3: add additional conversions to the operation system
+ * - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR. The user can connect a Value socket to a color socket. As values are ordered differently than colors a conversion happens.
+ *
+ * - Image size conversions: the system can automatically convert when resolutions do not match. An InputSocket has a resize mode. This can be any of the folowing settings.
+ * - [@ref InputSocketResizeMode.COM_SC_CENTER]: The center of both images are aligned
+ * - [@ref InputSocketResizeMode.COM_SC_FIT_WIDTH]: The width of both images are aligned
+ * - [@ref InputSocketResizeMode.COM_SC_FIT_HEIGHT]: the height of both images are aligned
+ * - [@ref InputSocketResizeMode.COM_SC_FIT]: The width, or the height of both images are aligned to make sure that it fits.
+ * - [@ref InputSocketResizeMode.COM_SC_STRETCH]: The width and the height of both images are aligned
+ * - [@ref InputSocketResizeMode.COM_SC_NO_RESIZE]: bottom left of the images are aligned.
+ *
+ * @see Converter.convertDataType Datatype conversions
+ * @see Converter.convertResolution Image size conversions
+ *
+ * @section EM_Step4 Step4: group operations in executions groups
+ * ExecutionGroup are groups of operations that are calculated as being one bigger operation. All operations will be part of an ExecutionGroup.
+ * Complex nodes will be added to separate groups. Between ExecutionGroup's the data will be stored in MemoryBuffers. ReadBufferOperations and WriteBufferOperations are added where needed.
+ *
+ * <pre>
+ *
+ * +------------------------------+ +----------------+
+ * | ExecutionGroup A | |ExecutionGroup B| ExecutionGroup
+ * | +----------+ +----------+| |+----------+ |
+ * /----->| Operation|---->| Operation|-\ /--->| Operation|-\ | NodeOperation
+ * | | | A | | B ||| | || C | | |
+ * | | | cFFA | /->| cFFA ||| | || cFFA | | |
+ * | | +----------+ | +----------+|| | |+----------+ | |
+ * | +---------------|--------------+v | +-------------v--+
+ * +-*----+ +---*--+ +--*-*--+ +--*----+
+ * |inputA| |inputB| |outputA| |outputB| MemoryBuffer
+ * |cFAA | |cFAA | |cFAA | |cFAA |
+ * +------+ +------+ +-------+ +-------+
+ * </pre>
+ * @see ExecutionSystem.groupOperations method doing this step
+ * @see ExecutionSystem.addReadWriteBufferOperations
+ * @see NodeOperation.isComplex
+ * @see ExecutionGroup class representing the ExecutionGroup
+ */
+
+/**
+ * @brief the ExecutionSystem contains the whole compositor tree.
+ */
+class ExecutionSystem {
+private:
+ /**
+ * @brief the context used during execution
+ */
+ CompositorContext context;
+
+ /**
+ * @brief vector of nodes
+ */
+ vector<Node*> nodes;
+
+ /**
+ * @brief vector of operations
+ */
+ vector<NodeOperation*> operations;
+
+ /**
+ * @brief vector of groups
+ */
+ vector<ExecutionGroup*> groups
+
+ /**
+ * @brief vector of connections
+ */;
+ vector<SocketConnection*> connections;
+
+private: //methods
+ /**
+ * @brief add ReadBufferOperation and WriteBufferOperation around an operation
+ * @param operation the operation to add the bufferoperations around.
+ */
+ void addReadWriteBufferOperations(NodeOperation* operation);
+
+
+ /**
+ * find all execution group with output nodes
+ */
+ void findOutputExecutionGroup(vector<ExecutionGroup*> *result) const;
+
+public:
+ /**
+ * @brief Create a new ExecutionSystem and initialize it with the
+ * editingtree.
+ *
+ * @param editingtree [bNodeTree*]
+ * @param rendering [true false]
+ */
+ ExecutionSystem(bNodeTree* editingtree, bool rendering);
+
+ /**
+ * Destructor
+ */
+ ~ExecutionSystem();
+
+
+ /**
+ * @brief execute this system
+ * - initialize the NodeOperation's and ExecutionGroup's
+ * - schedule the output ExecutionGroup's based on their priority
+ * - deinitialize the ExecutionGroup's and NodeOperation's
+ */
+ void execute();
+
+ /**
+ * @brief Add an operation to the operation list
+ *
+ * @param operation the operation to add
+ */
+ void addOperation(NodeOperation* operation);
+
+ /**
+ * Add an editor link to the system. convert it to an socketconnection (CPP-representative)
+ * this converted socket is returned.
+ */
+ SocketConnection* addNodeLink(bNodeLink* bNodeLink);
+ void addSocketConnection(SocketConnection* connection);
+
+ /**
+ * @brief Convert all nodes to operations
+ */
+ void convertToOperations();
+
+ /**
+ * @brief group operations in ExecutionGroup's
+ * @see ExecutionGroup
+ */
+ void groupOperations();
+
+ /**
+ * @brief get the reference to the compositor context
+ */
+ CompositorContext& getContext() {return this->context;}
+
+ /**
+ * @brief get the reference to the compositor nodes
+ */
+ vector<Node*>& getNodes() {return this->nodes;}
+
+ /**
+ * @brief get the reference to the compositor connections
+ */
+ vector<SocketConnection*>& getConnections() {return this->connections;}
+
+ /**
+ * @brief get the reference to the list of execution groups
+ */
+ vector<ExecutionGroup*>& getExecutionGroups() {return this->groups;}
+
+ /**
+ * @brief get the reference to the list of operations
+ */
+ vector<NodeOperation*>& getOperations() {return this->operations;}
+
+private:
+
+ /**
+ * @brief determine the actual data types of all sockets
+ * @param nodes list of nodes or operations to do the data type determination
+ */
+ void determineActualSocketDataTypes(vector<NodeBase*> &nodes);
+
+};
+#endif