MayaFlux 0.2.0
Digital-First Multimedia Processing Framework
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MayaFlux::Nodes::Node Class Referenceabstract

Base interface for all computational processing nodes. More...

#include <Node.hpp>

+ Inheritance diagram for MayaFlux::Nodes::Node:
+ Collaboration diagram for MayaFlux::Nodes::Node:

Public Member Functions

virtual ~Node ()=default
 Virtual destructor for proper cleanup of derived classes.
 
virtual double process_sample (double input=0.)=0
 Processes a single data sample.
 
virtual std::vector< double > process_batch (unsigned int num_samples)=0
 Processes multiple samples at once.
 
virtual void on_tick (const NodeHook &callback)
 Registers a callback to be called on each tick.
 
virtual void on_tick_if (const NodeCondition &condition, const NodeHook &callback)
 Registers a conditional callback.
 
virtual bool remove_hook (const NodeHook &callback)
 Removes a previously registered callback.
 
virtual bool remove_conditional_hook (const NodeCondition &callback)
 Removes a previously registered conditional callback.
 
virtual void remove_all_hooks ()
 Removes all registered callbacks.
 
virtual void reset_processed_state ()
 Resets the processed state of the node and any attached input nodes.
 
virtual double get_last_output ()
 Retrieves the most recent output value produced by the node.
 
void register_channel_usage (uint32_t channel_id)
 Mark the specificed channel as a processor/user.
 
void unregister_channel_usage (uint32_t channel_id)
 Removes the specified channel from the usage tracking.
 
bool is_used_by_channel (uint32_t channel_id) const
 Checks if the node is currently used by a specific channel.
 
void request_reset_from_channel (uint32_t channel_id)
 Requests a reset of the processed state from a specific channel.
 
const std::atomic< uint32_t > & get_channel_mask () const
 Retrieves the current bitmask of active channels using this node.
 
virtual void update_context (double value)=0
 Updates the context object with the current node state.
 
virtual NodeContextget_last_context ()=0
 Retrieves the last created context object.
 
void set_gpu_compatible (bool compatible)
 Sets whether the node is compatible with GPU processing.
 
bool is_gpu_compatible () const
 Checks if the node supports GPU processing.
 
std::span< const float > get_gpu_data_buffer () const
 Provides access to the GPU data buffer.
 
virtual void save_state ()=0
 Saves the node's current state for later restoration Recursively cascades through all connected modulator nodes Protected - only NodeSourceProcessor and NodeBuffer can call.
 
virtual void restore_state ()=0
 Restores the node's state from the last save Recursively cascades through all connected modulator nodes Protected - only NodeSourceProcessor and NodeBuffer can call.
 
bool try_claim_snapshot_context (uint64_t context_id)
 Attempt to claim snapshot context for this processing cycle.
 
bool is_in_snapshot_context (uint64_t context_id) const
 Check if currently in a snapshot context.
 
void release_snapshot_context (uint64_t context_id)
 Release snapshot context.
 
bool has_active_snapshot () const
 Check if node is currently being snapshotted by any context.
 
uint64_t get_active_snapshot_context () const
 Get the active snapshot context ID.
 
void add_buffer_reference ()
 Increments the buffer reference count This method is called when a new buffer starts using this node to ensure proper lifecycle management.
 
void remove_buffer_reference ()
 Decrements the buffer reference count This method is called when a buffer stops using this node to ensure proper lifecycle management.
 
bool mark_buffer_processed ()
 Marks the node as having been processed by a buffer.
 
void request_buffer_reset ()
 Requests a reset of the buffer state.
 
bool is_buffer_processed () const
 Checks if the buffer has been processed.
 
bool is_in_network () const
 Sets whether the node is part of a NodeNetwork.
 
void set_in_network (bool networked)
 Marks the node as being part of a NodeNetwork.
 

Public Attributes

bool m_fire_events_during_snapshot = false
 Internal flag controlling whether notify_tick fires during state snapshots Default: false (events don't fire during isolated buffer processing) Can be exposed in future if needed via concrete implementation in parent.
 
std::atomic< Utils::NodeStatem_state { Utils::NodeState::INACTIVE }
 Atomic state flag tracking the node's processing status.
 
std::atomic< uint32_t > m_modulator_count { 0 }
 Counter tracking how many other nodes are using this node as a modulator.
 

Protected Member Functions

virtual void notify_tick (double value)=0
 Notifies all registered callbacks with the current context.
 
virtual void reset_processed_state_internal ()
 Resets the processed state of the node directly.
 

Protected Attributes

double m_last_output { 0 }
 The most recent sample value generated by this oscillator.
 
bool m_gpu_compatible {}
 Flag indicating if the node supports GPU processing This flag is set by derived classes to indicate whether the node can be processed on the GPU.
 
std::vector< float > m_gpu_data_buffer
 GPU data buffer for context objects.
 
std::vector< NodeHookm_callbacks
 Collection of standard callback functions.
 
std::vector< std::pair< NodeHook, NodeCondition > > m_conditional_callbacks
 Collection of conditional callback functions with their predicates.
 
bool m_networked_node {}
 Flag indicating if the node is part of a NodeNetwork This flag is used to disable event firing when the node is managed within a NodeNetwork, preventing redundant or conflicting event notifications.
 
bool m_state_saved {}
 tracks if the node's state has been saved by a snapshot operation
 

Private Attributes

std::atomic< uint32_t > m_active_channels_mask { 0 }
 Bitmask tracking which channels are currently using this node.
 
std::atomic< uint32_t > m_pending_reset_mask { 0 }
 Bitmask tracking which channels have requested a reset.
 
std::atomic< uint64_t > m_snapshot_context_id { 0 }
 Unique identifier for the current snapshot context.
 
std::atomic< uint32_t > m_buffer_count { 0 }
 Counter tracking how many buffers are using this node This counter is incremented when a buffer starts using this node and decremented when the buffer stops using it.
 
std::atomic< bool > m_buffer_processed { false }
 Flag indicating whether the buffer has been processed This atomic flag is set when the buffer has been successfully processed and is used to prevent redundant processing.
 
std::atomic< uint32_t > m_buffer_reset_count { 0 }
 Counter tracking how many buffers have requested a reset.
 

Detailed Description

Base interface for all computational processing nodes.

The Node class defines the fundamental interface for all processing components in the MayaFlux engine. Nodes are the basic building blocks of transformation chains and can be connected together to create complex computational graphs.

Each node processes data on a sample-by-sample basis, allowing for flexible real-time processing. Nodes can be:

  • Connected in series (output of one feeding into input of another)
  • Combined in parallel (outputs mixed together)
  • Multiplied (outputs multiplied together)

The node system supports both single-sample processing for real-time applications and batch processing for more efficient offline processing.

Definition at line 109 of file Node.hpp.


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