MayaFlux 0.5.0
Digital-First Multimedia Processing Framework
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NetworkGeometryBuffer.cpp
Go to the documentation of this file.
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10
11namespace MayaFlux::Buffers {
12
13namespace {
14 Portal::Graphics::RenderConfig resolve_config(const Portal::Graphics::RenderConfig& config)
15 {
16 VKBuffer::RenderConfig resolved_config = config;
17
18 switch (config.topology) {
20 if (config.vertex_shader.empty())
21 resolved_config.vertex_shader = "point.vert.spv";
22 if (config.fragment_shader.empty())
23 resolved_config.fragment_shader = "point.frag.spv";
24 break;
27
28 if (config.vertex_shader.empty())
29 resolved_config.vertex_shader = "line.vert.spv";
30
31 if (config.fragment_shader.empty())
32 resolved_config.fragment_shader = "line.frag.spv";
33
34#ifndef MAYAFLUX_PLATFORM_MACOS
35 if (config.geometry_shader.empty())
36 resolved_config.geometry_shader = "line.geom.spv";
37#else
39#endif // !MAYAFLUX_PLATFORM_MACOS
40 break;
43 if (config.vertex_shader.empty())
44 resolved_config.vertex_shader = "triangle.vert.spv";
45 if (config.fragment_shader.empty())
46 resolved_config.fragment_shader = "triangle.frag.spv";
47 break;
48 default:
49 if (config.vertex_shader.empty())
50 resolved_config.vertex_shader = "point.vert.spv";
51 if (config.fragment_shader.empty())
52 resolved_config.fragment_shader = "point.frag.spv";
53 }
54
55 return resolved_config;
56 }
57
58}
59
61 std::shared_ptr<Nodes::Network::NodeNetwork> network,
62 const std::string& binding_name,
63 float over_allocate_factor)
64 : VKBuffer(
65 calculate_buffer_size(network, over_allocate_factor),
66 Usage::VERTEX,
67 Kakshya::DataModality::VERTEX_POSITIONS_3D)
68 , m_network(std::move(network))
69 , m_binding_name(binding_name)
70{
71 if (!m_network) {
72 error<std::invalid_argument>(
75 std::source_location::current(),
76 "Cannot create NetworkGeometryBuffer with null NodeNetwork");
77 }
78
80 "Created NetworkGeometryBuffer '{}' for {} nodes ({} bytes estimated)",
82 m_network->get_node_count(),
84}
85
87{
88 auto self = std::dynamic_pointer_cast<NetworkGeometryBuffer>(shared_from_this());
89
90 m_processor = std::make_shared<NetworkGeometryProcessor>();
91 m_processor->set_processing_token(token);
92 m_processor->bind_network(
95 self);
96
98
99 auto chain = get_processing_chain();
100 if (!chain) {
101 chain = std::make_shared<BufferProcessingChain>();
103 }
104 chain->set_preferred_token(token);
105
107 "Setup NetworkGeometryProcessor for '{}' with token {}",
108 m_binding_name, static_cast<int>(token));
109}
110
112{
113 auto resolved_config = resolve_config(config);
114
115 apply_render_config(resolved_config, ShaderConfig { resolved_config.vertex_shader });
116
117 get_processing_chain()->add_processor(m_render_processor, shared_from_this());
118
119 set_default_render_config(resolved_config);
120}
121
123{
124 if (!m_network) {
125 return 0;
126 }
127
128 auto* operator_ptr = m_network->get_operator();
129 if (operator_ptr) {
130 auto* graphics_op = dynamic_cast<Nodes::Network::GraphicsOperator*>(operator_ptr);
131 if (graphics_op) {
132 return static_cast<uint32_t>(graphics_op->get_vertex_count());
133 }
134 }
135
136 return static_cast<uint32_t>(m_network->get_node_count());
137}
138
140 const std::shared_ptr<Nodes::Network::NodeNetwork>& network,
141 float over_allocate_factor)
142{
143 if (!network) {
144 return 0;
145 }
146
147 size_t node_count = network->get_node_count();
148 if (node_count == 0) {
150 "NodeNetwork has zero nodes. Buffer will be created with minimum size.");
151 return 4096;
152 }
153
154 size_t base_size = 0;
155
156 if (auto* operator_ptr = network->get_operator()) {
157 if (auto graphics_op = dynamic_cast<Nodes::Network::GraphicsOperator*>(operator_ptr)) {
158 size_t vertex_count = graphics_op->get_vertex_count();
159 auto layout = graphics_op->get_vertex_layout();
160
161 if (vertex_count > 0 && layout.stride_bytes > 0) {
162 base_size = vertex_count * layout.stride_bytes;
163
165 "Network geometry buffer sizing: {} vertices × {} bytes = {} bytes (operator: {})",
166 vertex_count, layout.stride_bytes, base_size, operator_ptr->get_type_name());
167 }
168 }
169 }
170
171 if (base_size == 0) {
172 size_t vertex_size = sizeof(Kakshya::PointVertex);
173 base_size = node_count * vertex_size;
174
176 "Network geometry buffer fallback sizing: {} nodes × {} bytes = {} bytes",
177 node_count, vertex_size, base_size);
178 }
179
180 auto allocated_size = static_cast<size_t>(
181 static_cast<float>(base_size) * over_allocate_factor);
182
183 if (over_allocate_factor > 1.0F) {
185 "Over-allocated by {}x: {} → {} bytes",
186 over_allocate_factor, base_size, allocated_size);
187 }
188
189 return allocated_size;
190}
191
193{
194 const auto resolved_config = resolve_config(config);
195 auto self = std::dynamic_pointer_cast<VKBuffer>(shared_from_this());
196
197 std::shared_ptr<RenderProcessor> render;
198 apply_render_config(render, resolved_config, ShaderConfig { resolved_config.vertex_shader });
199
200 get_processing_chain()->add_processor(render, shared_from_this());
201 render->set_buffer_vertex_layout(self, Kakshya::VertexLayout::for_lines());
202 render->set_vertex_range(0, 0);
203
204 m_chain_render_processors.push_back({ .render_processor = render });
205
207 "Added chain render processor #{} to NetworkGeometryBuffer",
209}
210
211std::shared_ptr<RenderProcessor> NetworkGeometryBuffer::get_chain_render_processor(size_t index) const
212{
213 if (index >= m_chain_render_processors.size())
214 return nullptr;
215 return m_chain_render_processors[index].render_processor;
216}
217
219 size_t index,
220 uint32_t vertex_offset,
221 uint32_t vertex_count,
222 const std::optional<Kakshya::VertexLayout>& layout)
223{
224 if (index == 0) {
226 m_render_processor->set_vertex_range(vertex_offset, vertex_count);
227 return;
228 }
229
230 const size_t ci = index - 1;
231 if (ci >= m_chain_render_processors.size())
232 return;
233
234 auto& entry = m_chain_render_processors[ci];
235 entry.vertex_offset = vertex_offset;
236 entry.vertex_count = vertex_count;
237 entry.render_processor->set_vertex_range(vertex_offset, vertex_count);
238
239 if (layout) {
240 auto self = std::dynamic_pointer_cast<VKBuffer>(shared_from_this());
241 entry.render_processor->set_buffer_vertex_layout(self, *layout);
242 }
243}
244
245} // namespace MayaFlux::Buffers
#define MF_INFO(comp, ctx,...)
#define MF_WARN(comp, ctx,...)
#define MF_DEBUG(comp, ctx,...)
Core::GlobalNetworkConfig network
Definition Config.cpp:39
std::vector< ChainRenderEntry > m_chain_render_processors
NetworkGeometryBuffer(std::shared_ptr< Nodes::Network::NodeNetwork > network, const std::string &binding_name="network_geometry", float over_allocate_factor=2.0F)
Create geometry buffer from network.
std::shared_ptr< NetworkGeometryProcessor > m_processor
void add_chain_operator_rendering(const RenderConfig &config)
Add a RenderProcessor for a specific operator chain index.
uint32_t get_vertex_count() const
Get current vertex count (aggregated from all network nodes)
std::shared_ptr< Nodes::Network::NodeNetwork > m_network
void setup_rendering(const RenderConfig &config)
Setup rendering with RenderProcessor.
void update_chain_render_range(size_t index, uint32_t vertex_offset, uint32_t vertex_count, const std::optional< Kakshya::VertexLayout > &layout)
Update vertex range for a specific operator chain index.
std::shared_ptr< RenderProcessor > get_chain_render_processor(size_t index) const
Get RenderProcessor for a specific operator chain index.
static size_t calculate_buffer_size(const std::shared_ptr< Nodes::Network::NodeNetwork > &network, float over_allocate_factor)
Calculate initial buffer size based on network node count.
void setup_processors(ProcessingToken token) override
Initialize the buffer and its processors.
std::shared_ptr< Buffers::BufferProcessingChain > get_processing_chain() override
Access the buffer's processing chain.
Definition VKBuffer.cpp:263
void set_default_processor(const std::shared_ptr< BufferProcessor > &processor) override
Set the buffer's default processor.
Definition VKBuffer.cpp:247
Portal::Graphics::RenderConfig RenderConfig
Definition VKBuffer.hpp:78
vk::DeviceSize get_size_bytes() const
Definition VKBuffer.hpp:278
void set_processing_chain(const std::shared_ptr< BufferProcessingChain > &chain, bool force=false) override
Replace the buffer's processing chain.
Definition VKBuffer.cpp:268
void apply_render_config(const RenderConfig &config, const ShaderConfig &shader_config)
Configure the internal m_render_processor from a RenderConfig.
Definition VKBuffer.cpp:336
std::shared_ptr< RenderProcessor > m_render_processor
Definition VKBuffer.hpp:620
void set_default_render_config(const RenderConfig &config)
Called by derived classes to set their context-specific defaults.
Definition VKBuffer.hpp:597
Vulkan-backed buffer wrapper used in processing chains.
Definition VKBuffer.hpp:76
Operator that produces GPU-renderable geometry.
ProcessingToken
Bitfield enum defining processing characteristics and backend requirements for buffer operations.
@ BufferManagement
Buffer Management (Buffers::BufferManager, creating buffers)
@ Init
Engine/subsystem initialization.
@ Buffers
Buffers, Managers, processors and processing chains.
BufferUsageHint
Semantic usage hint for buffer allocation and memory properties.
Vertex type for point primitives (POINT_LIST topology)
static VertexLayout for_lines(uint32_t stride=60)
Factory: layout for LineVertex (position, color, thickness, uv, normal, tangent)
Unified rendering configuration for graphics buffers.