MayaFlux 0.5.0
Digital-First Multimedia Processing Framework
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MayaFlux::Buffers::RelaxationStepProcessor Class Reference

ComputeProcessor specialization driving one generation step of a RelaxationGridBuffer per dispatch. More...

#include <RelaxationStepProcessor.hpp>

+ Inheritance diagram for MayaFlux::Buffers::RelaxationStepProcessor:
+ Collaboration diagram for MayaFlux::Buffers::RelaxationStepProcessor:

Classes

struct  GridExtent
 Leading push constant fields every relaxation rule shader receives: grid width then height, at offset 0. More...
 

Public Types

using StepPredicate = std::function< bool()>
 Callable deciding whether the current cycle advances a generation.
 
- Public Types inherited from MayaFlux::Buffers::ShaderProcessor
enum class  BufferUsageHint : uint8_t { NONE = 0 , INPUT_READ = 1 << 0 , OUTPUT_WRITE = 1 << 1 , BIDIRECTIONAL = INPUT_READ | OUTPUT_WRITE }
 Get buffer usage characteristics needed for safe data flow. More...
 

Public Member Functions

 RelaxationStepProcessor (const Portal::Graphics::ShaderSpec &spec)
 Construct a step processor from a generated ShaderSpec.
 
 RelaxationStepProcessor (const std::string &shader_path, uint32_t workgroup_x=16)
 Construct a step processor for the given rule shader file.
 
void set_step_predicate (StepPredicate predicate)
 Set the predicate deciding whether this cycle advances a generation.
 
- Public Member Functions inherited from MayaFlux::Buffers::ComputeProcessor
 ComputeProcessor (const Portal::Graphics::ShaderSpec &spec)
 Construct processor from a generated ShaderSpec.
 
 ComputeProcessor (const std::string &shader_path, uint32_t workgroup_x=256)
 Construct processor with shader path.
 
const ShaderDispatchConfigget_dispatch_config () const
 Get current dispatch configuration.
 
bool is_pipeline_ready () const
 Check if pipeline is created.
 
void set_custom_dispatch (std::function< std::array< uint32_t, 3 >(const std::shared_ptr< VKBuffer > &)> calculator)
 Set custom dispatch calculator.
 
void set_dispatch_mode (ShaderDispatchConfig::DispatchMode mode)
 Set dispatch mode.
 
void set_manual_dispatch (uint32_t x, uint32_t y=1, uint32_t z=1)
 Set manual dispatch group counts.
 
void set_workgroup_size (uint32_t x, uint32_t y=1, uint32_t z=1)
 Set workgroup size (should match shader local_size)
 
- Public Member Functions inherited from MayaFlux::Buffers::ShaderProcessor
void add_binding (const std::string &descriptor_name, const ShaderBinding &binding)
 Add descriptor binding configuration.
 
bool are_bindings_complete () const
 Check if all required bindings are satisfied.
 
bool are_descriptors_ready () const
 Check if descriptors are initialized.
 
void auto_bind_buffer (const std::shared_ptr< VKBuffer > &buffer)
 Auto-bind buffer based on attachment order.
 
void bind_buffer (const std::string &descriptor_name, const std::shared_ptr< VKBuffer > &buffer)
 Bind a VKBuffer to a named shader descriptor.
 
void clear_specialization_constants ()
 Clear all specialization constants.
 
std::vector< std::string > get_binding_names () const
 Get all configured descriptor names.
 
std::shared_ptr< VKBufferget_bound_buffer (const std::string &descriptor_name) const
 Get bound buffer for a descriptor name.
 
size_t get_bound_buffer_count () const
 Get number of bound buffers.
 
virtual BufferUsageHint get_buffer_usage_hint (const std::string &descriptor_name) const
 Get buffer usage hint for a descriptor.
 
const ShaderConfigget_config () const
 Get current configuration.
 
virtual std::shared_ptr< VKBufferget_output_buffer () const
 Get the output buffer after compute dispatch.
 
std::vector< uint8_t > & get_push_constant_data ()
 
const std::vector< uint8_t > & get_push_constant_data () const
 Get current push constant data.
 
const std::string & get_shader_path () const
 Get current shader path.
 
bool has_binding (const std::string &descriptor_name) const
 Check if a descriptor binding exists.
 
virtual bool has_executed () const
 Check if compute has been executed at least once.
 
bool hot_reload_shader ()
 Hot-reload shader from ShaderFoundry.
 
bool is_compatible_with (const std::shared_ptr< Buffer > &buffer) const override
 Checks if this processor can handle the specified buffer type.
 
virtual bool is_in_place_operation (const std::string &descriptor_name) const
 Check if shader modifies a specific buffer in-place.
 
bool is_shader_loaded () const
 Check if shader is loaded.
 
void on_attach (const std::shared_ptr< Buffer > &buffer) override
 Called when this processor is attached to a buffer.
 
void on_detach (const std::shared_ptr< Buffer > &buffer) override
 Called when this processor is detached from a buffer.
 
void processing_function (const std::shared_ptr< Buffer > &buffer) override
 The core processing function that must be implemented by derived classes.
 
void set_config (const ShaderConfig &config)
 Update entire configuration.
 
template<typename T >
void set_push_constant_data (const T &data)
 Update push constant data (type-safe)
 
virtual void set_push_constant_data_raw (const void *data, size_t size)
 Update push constant data (raw bytes)
 
template<typename T >
void set_push_constant_size ()
 Set push constant size from type.
 
void set_push_constant_size (size_t size)
 Set push constant size.
 
void set_shader (const std::string &shader_path)
 Update shader path and reload.
 
void set_specialization_constant (uint32_t constant_id, uint32_t value)
 Set specialization constant.
 
 ShaderProcessor (const std::string &shader_path)
 Construct processor with shader path.
 
 ShaderProcessor (ShaderConfig config)
 Construct processor with full configuration.
 
void unbind_buffer (const std::string &descriptor_name)
 Unbind a buffer from a descriptor.
 
 ~ShaderProcessor () override
 
- Public Member Functions inherited from MayaFlux::Buffers::BufferProcessor
virtual ProcessingToken get_processing_token () const
 Gets the current processing token for this buffer.
 
void process (const std::shared_ptr< Buffer > &buffer)
 Applies a computational transformation to the data in the provided buffer.
 
virtual void set_processing_token (ProcessingToken token)
 Gets the preferred processing backend for this processor.
 
virtual ~BufferProcessor ()=default
 Virtual destructor for proper cleanup of derived classes.
 

Protected Member Functions

void on_after_execute (Portal::Graphics::CommandBufferID cmd_id, const std::shared_ptr< VKBuffer > &buffer) override
 Swap front/back generation index and, if requested, stage a snapshot download of the buffer just written.
 
void on_attach (const std::shared_ptr< Buffer > &buffer) override
 When attached to a RelaxationGridBuffer, sets up the dispatch configuration to cover the entire grid with a single workgroup dimension along Y and Z, and a workgroup size along X that is either the default 16 or the value supplied at construction.
 
bool on_before_execute (Portal::Graphics::CommandBufferID cmd_id, const std::shared_ptr< VKBuffer > &buffer) override
 Write the state_in / state_out descriptor bindings for the current front/back assignment, then evaluate the step predicate.
 
void on_descriptors_created () override
 Write the state_in / state_out descriptor bindings for the current front/back assignment.
 
void processing_function (const std::shared_ptr< Buffer > &buffer) override
 Write the state descriptors for the current front/back assignment, then run the normal shader processing path.
 
- Protected Member Functions inherited from MayaFlux::Buffers::ComputeProcessor
virtual std::array< uint32_t, 3 > calculate_dispatch_size (const std::shared_ptr< VKBuffer > &buffer)
 Calculate dispatch size from buffer.
 
void cleanup () override
 
void initialize_descriptors (const std::shared_ptr< VKBuffer > &buffer) override
 
void initialize_pipeline (const std::shared_ptr< VKBuffer > &buffer) override
 
- Protected Member Functions inherited from MayaFlux::Buffers::ShaderProcessor
virtual void on_before_compile (const std::string &shader_path)
 Called before shader compilation.
 
virtual void on_before_descriptors_create ()
 Called before descriptor sets are created.
 
virtual void on_before_pipeline_create (Portal::Graphics::ComputePipelineID pipeline_id)
 Called before pipeline creation.
 
virtual void on_pipeline_created (Portal::Graphics::ComputePipelineID pipeline_id)
 Called after pipeline is created.
 
virtual void on_shader_loaded (Portal::Graphics::ShaderID shader_id)
 Called after shader is loaded.
 
std::optional< uint32_t > resolve_ds_index (uint32_t set) const
 Resolve logical descriptor set index to actual index.
 
size_t resolve_push_constant_size (const std::shared_ptr< VKBuffer > &buffer) const
 Byte width of this processor's push constant block, extended to cover any fragment staged on the buffer.
 
std::vector< uint8_t > resolve_push_constants (const std::shared_ptr< VKBuffer > &buffer) const
 This processor's push constant data with buffer-staged fragments overlaid at their declared offsets.
 
virtual void update_descriptors (const std::shared_ptr< VKBuffer > &buffer)
 
- Protected Member Functions inherited from MayaFlux::Buffers::VKBufferProcessor
void ensure_initialized (const std::shared_ptr< VKBuffer > &buffer)
 
void initialize_buffer_service ()
 
void initialize_compute_service ()
 

Private Member Functions

void write_grid_extent_constants ()
 Size the push constant block to at least GridExtent and write the attached grid's dimensions into its leading 8 bytes.
 
void write_state_descriptors (const std::shared_ptr< RelaxationGridBuffer > &grid)
 Issue direct ShaderFoundry descriptor writes for state_in and state_out against the grid's current front/back raw buffers.
 

Private Attributes

std::shared_ptr< RelaxationGridBufferm_grid
 The attached RelaxationGridBuffer, cached for descriptor writes and snapshot staging.
 
std::shared_ptr< VKBufferm_snapshot_staging
 Lazily-created, reused host-visible staging buffer for snapshot downloads.
 
StepPredicate m_step_predicate
 Optional gate deciding whether a given cycle advances a generation.
 

Additional Inherited Members

- Protected Attributes inherited from MayaFlux::Buffers::ShaderProcessor
size_t m_auto_bind_index {}
 
std::unordered_map< std::string, std::shared_ptr< VKBuffer > > m_bound_buffers
 
ShaderConfig m_config
 
std::vector< Portal::Graphics::DescriptorSetIDm_descriptor_set_ids
 
bool m_engine_owns_set_zero {}
 Whether the engine reserves set=0 for global resources.
 
bool m_initialized {}
 
Portal::Graphics::CommandBufferID m_last_command_buffer = Portal::Graphics::INVALID_COMMAND_BUFFER
 
std::shared_ptr< VKBufferm_last_processed_buffer
 
bool m_needs_descriptor_rebuild = true
 
bool m_needs_pipeline_rebuild = true
 
std::vector< uint8_t > m_push_constant_data
 
Portal::Graphics::ShaderID m_shader_id = Portal::Graphics::INVALID_SHADER
 
- Protected Attributes inherited from MayaFlux::Buffers::VKBufferProcessor
Registry::Service::BufferServicem_buffer_service = nullptr
 
Registry::Service::ComputeServicem_compute_service = nullptr
 
- Protected Attributes inherited from MayaFlux::Buffers::BufferProcessor
ProcessingToken m_processing_token { ProcessingToken::AUDIO_BACKEND }
 

Detailed Description

ComputeProcessor specialization driving one generation step of a RelaxationGridBuffer per dispatch.

Pipeline and descriptor set layout creation follow the normal ShaderProcessor path via m_config.bindings ("state_in" at binding 0, "state_out" at binding 1), identical to how SDFFieldProcessor declares its "sdf_grid" binding. Because the two state buffers are raw handle pairs with no VKBuffer wrapper, the per-generation WRITE of those two descriptor bindings is issued directly via ShaderFoundry::update_descriptor_buffer in on_before_execute, bypassing ShaderProcessor::bind_buffer / m_bound_buffers entirely for these two names.

After dispatch, on_after_execute swaps which back_buffers index is considered front and, if requested via RelaxationGridBuffer::request_snapshot(), stages a device-to-host download of the newly-front state buffer using a lazily-created, processor-owned staging VKBuffer, reused across requests.

Runs on the normal buffer processing cycle. Whether a generation actually advances this cycle is decided by an optional step predicate, checked in on_before_execute after the descriptor write. Returning false there skips execute_shader entirely for that cycle: no dispatch, no swap, no snapshot check.

Definition at line 36 of file RelaxationStepProcessor.hpp.


The documentation for this class was generated from the following files: