diff options
Diffstat (limited to 'source/blender/compositor/intern/COM_ExecutionSystem.h')
-rw-r--r-- | source/blender/compositor/intern/COM_ExecutionSystem.h | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/source/blender/compositor/intern/COM_ExecutionSystem.h b/source/blender/compositor/intern/COM_ExecutionSystem.h new file mode 100644 index 00000000000..7d0830491f3 --- /dev/null +++ b/source/blender/compositor/intern/COM_ExecutionSystem.h @@ -0,0 +1,229 @@ +/* + * 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 |