/* * 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_color_types.h" #include "DNA_node_types.h" #include "COM_Node.h" #include "BKE_text.h" #include "COM_ExecutionGroup.h" #include "COM_NodeOperation.h" /** * @page execution Execution model * In order to get to an efficient model for execution, several 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 NodeInput has a resize mode. This can be any of the following 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. * *
 *
 *        +------------------------------+      +----------------+
 *        | 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   |
 * +------+           +------+         +-------+           +-------+
 * 
* @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 { public: typedef std::vector Operations; typedef std::vector Groups; private: /** * @brief the context used during execution */ CompositorContext m_context; /** * @brief vector of operations */ Operations m_operations; /** * @brief vector of groups */ Groups m_groups; private: //methods /** * find all execution group with output nodes */ void findOutputExecutionGroup(vector *result, CompositorPriority priority) const; /** * find all execution group with output nodes */ void findOutputExecutionGroup(vector *result) const; public: /** * @brief Create a new ExecutionSystem and initialize it with the * editingtree. * * @param editingtree [bNodeTree *] * @param rendering [true false] */ ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editingtree, bool rendering, bool fastcalculation, const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings, const char *viewName); /** * Destructor */ ~ExecutionSystem(); void set_operations(const Operations &operations, const Groups &groups); /** * @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 get the reference to the compositor context */ const CompositorContext &getContext() const { return this->m_context; } private: void executeGroups(CompositorPriority priority); /* allow the DebugInfo class to look at internals */ friend class DebugInfo; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("COM:ExecutionSystem") #endif }; #endif /* __COM_EXECUTIONSYSTEM_H__ */