/* * 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. * * Copyright 2011, Blender Foundation. */ 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