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author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2005-12-16 00:53:00 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2005-12-16 00:53:00 +0000 |
commit | e28a07fba67af0af818dda6afa4cf67c09700816 (patch) | |
tree | b0e8f2c7817bd72b8a6ce8353b1743c764a3a83a /doc/misc/layers.txt | |
parent | c05865f60bf15e962b6b30eceb8fa81358f1eaa2 (diff) |
checking in pdp 0.12.4 from http://zwizwa.fartit.com/pd/pdp/pdp-0.12.4.tar.gz
svn path=/trunk/externals/pdp/; revision=4231
Diffstat (limited to 'doc/misc/layers.txt')
-rw-r--r-- | doc/misc/layers.txt | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/doc/misc/layers.txt b/doc/misc/layers.txt new file mode 100644 index 0000000..a02e481 --- /dev/null +++ b/doc/misc/layers.txt @@ -0,0 +1,222 @@ +pdp 0.13 design layers + components +----------------------------------- + +from version 0.13 onwards, pdp is no longer just a pd plugin but a +standalone unix library (libpdp). this documents is an attempt to +describe the design layers. + +A. PD INTERFACE +--------------- + +on the top level, libpdp is interfaced to pd using a glue layer which +consists of + +1. pdp/dpd protocols for pd +2. process queue +3. base classes for pdp/dpd +4. some small utility pd objects +5. pd specific interfaces to part of pdp core +6. pdp_console +7. pd object interface to packet forth (pdp object) + + +1. is the same as previous versions to ensure backwards compatibility in +pd with previous pdp modules and extensions that are written as pd +externs or external libs. this includes parts of pdp that are not yet +migrated to libpdp (some of them are very pd specific and will not be +moved to libpdp), and pidip. if you intend to write new modules, it is +encouraged to use the new forth based api, so your code can be part of +libpdp to use it in other image processing applications. + +2. is considered a pd part. it implements multithreading of pdp inside +pd. multithreading is considered a host interface part, since it usually +requires special code. + +3. the base classes (pd objects) for pdp image processing remain part of +the pd<->pdp layer. the reason is the same as 1. a lot of the original +pd style pdp is written as subclasses of the pdp_base, pdp_image_base, +dpd_base and pdp_3dp_base classes. if you need to write pd specific +code, it is still encouraged to use these apis, since they eliminate a +lot of red tape involving the pdp protocol. a disadvantage is that this +api is badly documented, and the basic api (1.) is a lot simpler to +learn and documented. 3dp is supposed to merge to the new forth api, +along with the image/video processing code. + +4. is small enough to be ignored here + +5. includes interfaces to thread system and type conversion system + +some pd specific stuff using 1. or 3. + +6. the console interface to the pdp core, basicly a console for a +forth like language called packet forth which is pdp's main scripting +language. it's inteded for develloping and testing pdp but it can be +used to write controllers for pd/pdp/... too. this is based on 1. + +7. is the main link between the new libpdp and pd. it is used to +instantiate pdp processors in pd which are written in the packet forth. +i.e. to create a mixer, you instantiate a [pdp mix] object, which would +be the same as the previous [pdp_mix] object. each [pdp] object creates +a forth environment, which is initialized by calling a forth init +method. [pdp mix] would call the forth word init_mix to create the local +environment for the mix object. wrappers will be included for backward +compatibility when the image processing code is moved to libpdp. + + +B. PDP SYSTEM CODE +------------------ + +1. basic building blocks: symbol, list, memory manager +2. packet implementation (packet class and reuse queue) +3. packet type conversion system +4. os interface (X11, net, png, ...) +5. packet forth +6. additional libraries + + +1. pdp makes intensive use of symbols and lists (trees, stacks, queues). +pdp's namespace is built on the symbol implementation. a lot of other +code uses the list + +2. the pdp packet model is very simple. basicly nothing more than +constructors (new, copy, clone), destructors (mark_unused (for reuse +later), delete). there is no real object model for processors. this is a +conscious decision. processor objects are implemented as packet forth +processes with object state stored in process data space. this is enough +to interface the functionality present in packet forth code to any +arbitrary object oriented language or system. + +3. each packet type can register conversion methods to other types. the +type conversion system does the casting. this is not completely finished +yet (no automatic multistage casting yet) but most of it is in place and +usable. no types without casts. + +4. os specific modules for input/output. not much fun here.. + +5. All of pdp is glued together with a scripting language called packet +forth. This is a "high level" forth dialect that can operate on floats, +ints, symbols, lists, trees and packets. It is a "fool proof" forth, +which is polymorphic and relatively robust to user errors (read: it +should not crash or cause memory leaks when experimenting). It is +intended to serve as a packet level glue language, so it is not very +efficient for scalar code. This is usually not a problem, since packet +operations (esp. image processing) are much more expensive than a this +thin layer of glue connecting them. + +All packet operations can be accessed in the forth. If you've ever +worked with HP's RPN calculators, you can use packet forth. The basic +idea is to write objects in packet forth that can be used in pd or in +other image processing applications. For more information on packet +forth, see the code (pdp_forth.h, pdp_forth.c and words.def) + +6. opengl lib, based on dpd (3.) which will be moved to packet forth +words and the cellular automata lib, which will be moved to +vector/slice forth later. + + +C. LOW LEVEL CODE +----------------- + +All the packet processing code is (will be) exported as packet forth +words. This section is about how the code exported by those words is +structured. + +C.1 IMAGE PROESSING: VECTOR FORTH + +Eventually, image operations need to be implemented, and in order +to do this efficiently, both codewize (good modularity) as execution speed +wize, i've opted for another forth. DSP and forth seem to mix well, once +you get the risc pipeline issues out of the way. And, as a less rational +explanation, forth has this magic kind of feel, something like art.. +well, whatever :) + +As opposed to the packet forth, this is a "real" lowlevel forth +optimized for performance. Its reason of being is the solution of 3 +problems: image processing code factoring, quasi optimal processor +pipeline & instruction usage, and locality of reference for maximum +cache performance. Expect crashes when you start experimenting with +this. It's really nothing more than a fancy macro assembler. It has no +safety belts. Chuck Moore doctrine.. + +The distinction between the two forths is at first sight not a good +example of minimizing glue layers. I.e. both systems (packet script +forth and low level slice forth) are forths in essence, requiring +(partial) design duplication. Both implementations are however +significantly different which justified this design duplication. + +Apart from the implementation differences, the purpose of both languages +is not the same. This requires the designs of both languages to be +different in some respect. So, with the rule of "do everything right +once" in mind, this small remark tries to justify the fact that forth != +forth. + +The only place where apparent design correspondence (the language model) +is actually used is in the interface between the packet forth and the +slice forth. + +The base forth is an ordinary minimal 32bit (or machine word +lenght) subroutine threaded forth, with a native code kernel for +i386/mmx, a portable c code kernel and room for more native code kernels +(i.e i386/sse/sse2/3dnow, altivec, dsp, ...) Besides support for native +machine words bit ints and pointers, no floats, since they clash with +mmx, are not needed for the fixed point image type, and can be +implemented using other vector instructions when needed), support for +slices and a separate "vector stack". + +Vectors are the native machine vectors, i.e. 64bit for mmx/3dnow, +128bit for sse/sse2, or anything else. The architecture is supposed to +be open. (I've been thinking to add a block forth, operating on 256bit +blocks to eliminate pipeline issues). Blocks are just blocks of vectors +which are used as a basic loop unrolling data size grain for solving +pipeline operations in slice processing words. + +Slices are just arrays of blocks. In the mmx forth kernel, they can +represent 4 scanlines or a 4 colour component scanline, depending on how +they are fed from packet data. Slices can be anything, but right now, +they're just scanlines. The forth kernel has a very simple and efficient +(branchless) reference count based memory allocator for slices. This +slice allocator is also stack based which ensures locality of reference: +a new allocated slice is the last deallocated slice. + +The reason for this obsession with slices is that a lot of video +effects can be chained on the slice level (scanline or bunch of +scanlines), which improves speed through more locality of reference. In +concreto intermediates are not flushed to slower memory. The same +principles can be used to do audio dsp, but that's for later. + +The mmx forth kernel is further factored down following another +virtual machine paradigm. After doing some profiling, i came to the +conclusion that the only, single paradigm way of writing efficient +vector code on today's machines is multiple accumulators to avoid +pipeline stalls. The nice thing about image processing is that it +parallellizes easily. Hence the slice/block thing. This leads to the +1-operand virtual machine concept for the mmx slice operations. The +basic data size is one 4x4 pixel block (16bit pixels), which is +implemented as asm macros in mmx-sliceops-macro.s and used in +mmx-sliceops-code.s to build slice operations. The slice operations are +built out of macro instructions for this 256bit or 512bit, 2 or 1 +register virtual machine which has practically no pipeline delays +between its instructions. + +Since the base of sliceforth is just another forth, it could be that +(part of) 3dp will be implemented in this lowlevel forth too, if +performance dictates it. It's probably simpler to do it in the lowlevel +forth than the packet forth anyway, in the form of cwords. + +C.2: MATRIX PROCESSING: LIBGSL + +All matrix processing packet forth words are (will be) basicly wrappers +around gsl library calls. Very straightforward. + +C.3: OPENGL STUFF + +The same goes for opengl. The difference here is that it uses the dpd +protocol in pdp, which is more like the Gem way of doing things. The +reason for this is that, although i've tried hard to avoid it, opengl +seems to dictate a drawing context based, instead of an object based way +of working. So processing is context (accumulator) based. Packet forth +will probably get some object oriented, or context oriented feel when +this is implemented. + + + + |