/* * 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 #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. * *
  *
  *        +------------------------------+      +----------------+
  *        | 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 { private: /** * @brief the context used during execution */ CompositorContext context; /** * @brief vector of nodes */ vector nodes; /** * @brief vector of operations */ vector operations; /** * @brief vector of groups */ vector groups /** * @brief vector of connections */; vector 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 *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& getNodes() {return this->nodes;} /** * @brief get the reference to the compositor connections */ vector& getConnections() {return this->connections;} /** * @brief get the reference to the list of execution groups */ vector& getExecutionGroups() {return this->groups;} /** * @brief get the reference to the list of operations */ vector& 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 &nodes); }; #endif