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authorHans-Christoph Steiner <eighthave@users.sourceforge.net>2005-12-15 07:41:49 +0000
committerHans-Christoph Steiner <eighthave@users.sourceforge.net>2005-12-15 07:41:49 +0000
commitc3f5ea53917dea9c80751ee5809c7455589888be (patch)
treedc317bccff92e459c51102a655ec708d8ce0ac67 /doc/misc
parent37b6643df2df7d784a31ca73f7bb90dc109c2401 (diff)
oops, mixed a few
svn path=/trunk/externals/pdp/; revision=4218
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-rw-r--r--doc/misc/devdoc.html167
-rw-r--r--doc/misc/layers.txt222
-rw-r--r--doc/misc/overview.html102
-rw-r--r--doc/misc/todo.jme4
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diff --git a/doc/misc/devdoc.html b/doc/misc/devdoc.html
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--- a/doc/misc/devdoc.html
+++ /dev/null
@@ -1,167 +0,0 @@
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
-<html>
- <head>
- <title>PDP Developer Documentation</title>
- </head>
-
- <body>
- <h1>PDP Developer Documentation</h1>
-
- <h2>Introduction</h2>
-
- <p>There is not yet much developer information, partly because pdp is not that big and since the goals are
- not completely clear yet, a lot will probably change on the inside in the future. I believe it is
- not too hard to figure out how it works, once you get started somewhere. This document is a minimalistic
- attempt to provide that starting point. For full prototypes see the header files. I suggest you have a look at the pdp_base base class, and some simple
- modules: pdp_add, pdp_noise and pdp_gain for examples.
-
- <h2> PDP architecture </h2>
- <p> Architecture is a big word, but pdp is organized as modules. A packet pool module (a reuse pool memory manager),
- a packet class, a processing queue module, a high level type conversion module, an image packet class, and some
- low level modules for image type conversion, image resampling and all sorts of other image processing. Besides that
- there are 2 extension libraries: pdp_scaf, a cellular automata extension and pdp_opengl, a 3d rendering extension.
- These are separate because of portability issues. The different pdp_* externs in the main pdp library use the
- core modules' functionality to minimize code duplication. I'm relatively happy with how it fits together,
- but some things need to change for future plans. Most objects are written in the object oriented c style of pd.
- To prevent namespace conflicts, (almost) all routines start with the pdp_ prefix. The second name is the name of the
- object or module they belong to. The first argument is always a pointer to an object or an integer (for packets).
-
-
- <h2> PD ties </h2>
- <p> PDP is written as an extension for PD. One of the goals of pdp is to evolve to a separate library that can
- be reused in other software. The architecture will be split into two parts. A pd-independent part (the packet classes,
- the packet pool, the type conversion system and the forth system) and a part with pd specific stuff (the process queue and interfaces to the
- pd system like the base classes and the pd communication protocol). In order to do this the packet class will probably
- evolve to a proper object model, supporting run time attribute binding (inspired by the python object model).
-
- <p>There are some things that put a stamp on the current pdp design. Most importantly pd's processor object model and
- communication protocol. (i.e. the fact that pd only supports unidirectional messaging creates the awkward concept
- of a "passing packet" to eliminate excessive data copying.)
-
- <p> In pd, the pdp messaging protocol is implemented as pd messages. The protocol is however 3 phase.
- With a read only register phase, a read/write register phase and a process phase. This functionality
- is part of the base class or the forth processor object. The dpd protocol is entirely different,
- and is used in the opengl library. It is
- not based on parallel dataflow but serial context passing.
-
- <h2> Packets </h2>
- <p> PDP introduces a new atom: the data packet. This can contain all kinds of data. Images (16bit/8bit), cellular
- automata (1bit), matrices (real/complex float/double), opengl textures and 3d rendering contexts. Packets
- are stored in a pool to ensure fast reuse, and to enable sharing. The paradigm is centered around a
- combination of an object oriented approach and a dataflow approach.
- <p>The methods operating on packets
- (pdp_packet_*) are mainly for administrative purposes: memory management (construction, registering, copying)
- and getting or setting info.
- <p>All processing is done in the pd modules. Processors can be defined using
- the forth scripting language, but this is still experimental. The forth system can be accessed
- from the guile library.
- <p> There is a central mechanism for packet type conversion. This is to facilitate the combination of different
- media types. Whenever a packet class is constructed (i.e. in an extension library), a number of conversion
- routines should be defined to convert the added type to one or some of the main pdp types.
-
-
-
-
-
-
- <h2>PDP API Overview</h2>
-
- The pdp public api contains only a single class: the packet. (The internal api has more classes, that can be used
- too if necessary, but i won't document them.) A packet is a class in pdp. The table below lists the supported methods.
- The first argument of a call is a packet id.
-
- <TABLE border = "1">
- <TR><TH colspan = "2">pdp_packet_*
- <TR><TD>new <TD>construct a raw packet (depreciated)
- <TR><TD>new_* <TD>construct packet of specific type/subtype/...
- <TR><TD>mark_unused <TD>release
- <TR><TD>mark_passing <TD>conditional release (release on first copy ro/rw)
- <TR><TD>copy_ro <TD>readonly (shared) copy
- <TR><TD>copy_rw <TD>private copy
- <TR><TD>clone_rw <TD>private copy (copies only meta data, not the content)
- <TR><TD>header <TD>get the raw header (t_pdp *)
- <TR><TD>data <TD>get the raw data (void *)
- <TR><TD>pass_if_valid <TD>send a packet to pd outlet, if it is valid, and mark unused
- <TR><TD>replace_if_valid <TD>delete packet and replace with new one, if new is valid
- <TR><TD>copy_ro_or_drop <TD>copy readonly, or don't copy if dest slot is full + send drop notify
- <TR><TD>copy_rw_or_drop <TD>same, but private copy
- <TR><TD>get_description <TD>retrieve type info
- <TR><TD>convert_ro <TD>same as copy_ro, but with an automatic conversion matching a type template
- <TR><TD>convert_rw <TD>same as convert_ro, but producing a private copy
- </TABLE>
-
-
- <p>The pool object methods. All the packets are stored in a central packet pool.
-
- <TABLE border = "1">
- <TR><TH colspan = "2">pdp_pool_*
- <TR><TD>collect_garbage <TD>manually free all unused resources in packet pool
- </TABLE>
-
- <p>The process queue object methods. PDP supports a separate processing thread.
-
- <TABLE border = "1">
- <TR><TH colspan = "2"> pdp_queue_*
- <TR><TD>add <TD>add a process method + callback
- <TR><TD>finish <TD>wait until a specific task is done
- <TR><TD>wait <TD>wait until processing queue is done
- </TABLE>
-
- <p>The control methods. General pdp control messages.
-
- <TABLE border = "1">
- <TR><TH colspan = "2"> pdp_control_*
- <TR><TD>notify_drop <TD>notify that a packet has been dropped
- </TABLE>
-
- <p> The type mediator methods.
- <TABLE border = "1">
- <TR><TH colspan = "2"> pdp_type_*
- <TR><TD>description_match <TD>check if two type templates match
- <TR><TD>register_conversion <TD>register a type conversion program
-
-
-</TABLE>
-
-
- <p>NOTE: it is advised to derive your module from the pdp base class defined in pdp_base.h
- instead of communicating directly with the pdp core
-
-
-
- <h2>pdp_base class</h2>
- If you want to write a pdp extern, you can derive it from the pdp_base class, instead of t_object.
- This class abstracts a lot of the hassle of writing ordinary (inplace) packet processors. The base
- allows you to register process callbacks. There are 3 kinds of callbacks: preproc, process and postproc.
- The preproc method is called inside the pd thread. This can be used to setup some things that can only
- be done inside the pd thread. The process method should do most of the work, and is called from the
- pdp processing thread if it is enabled, after the preproc method is finished. You can't use most
- of pd's calls in this method. The postproc method is called
- from the pd thread after the process method is finished, and can be used to send data to pd outlets. Simple
- packet processors only need the process method (packet input/output is handled by the pdp_base class).
-
- <h2>pdp_imageproc_* modules</h2>
- Most of the image processing code is organized as planar 16 bit signed processors.
- This is crude and oversimplified, but it helps to keep the code size small and fast
- at the same time (platform dependent assembly code is reduced to a bare minimum). These
- routines can be used to build higher level image processing objects that are more (cache)
- efficient than an abstraction using separate pdp modules. If you plan to write your own image
- processing routines, you can use the pdp_imageproc_dispatch_ routine to support all 16bit image
- types at once (greyscale, subsampled YCrCb, multichannel planar). This requires you write the
- image processing routine as a planar (greyscale) processor using the pdp_imageproc_
- interface. (see pdp_imageproc.h)
-
- <h2>pdp_llconv call</h2>
- Low level image conversion routines. (operating on raw data buffers). You probably won't need this,
- since the high level type conversion (pdp_packet_convert_ro/rw) covers most of its functionality.
-
-
-
- <hr>
- <address><a href="mailto:pdp@zzz.kotnet.org">Tom Schouten</a></address>
-<!-- Created: Mon Apr 28 15:35:12 CEST 2003 -->
-<!-- hhmts start -->
-Last modified: Fri Sep 19 04:52:12 CEST 2003
-<!-- hhmts end -->
- </body>
-</html>
diff --git a/doc/misc/layers.txt b/doc/misc/layers.txt
deleted file mode 100644
index a02e481..0000000
--- a/doc/misc/layers.txt
+++ /dev/null
@@ -1,222 +0,0 @@
-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.
-
-
-
-
diff --git a/doc/misc/overview.html b/doc/misc/overview.html
deleted file mode 100644
index 6eb0e70..0000000
--- a/doc/misc/overview.html
+++ /dev/null
@@ -1,102 +0,0 @@
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
-<html><head><title>Pure Data Packet</title></head>
-<body>
-
-<h1>Pure Data Packet</h1>
-
-
-<h2>Introduction</h2>
-
-<p>Pure Data Packet (PDP) is an extension library for the computer music
-program <a href="http://www.pure-data.org">Pure Data</a> (PD), by <a href =
-"http://www-crca.ucsd.edu/~msp/software.html">Miller Puckette</a> and
-others. Its goal is to provide a way to use arbitrary data types (data
-packets) as messages that can be passed around inside PD, along side the
-standard PD numbers and symbol types. In short it puts any data object on
-the same level as a float or a symbol.
-
-<p>PDP runs on Linux and OSX. The OSX version depends on <a
-href="http://fink.sourceforge.net/">Fink</a>, which is not in the "point &
-click" stage yet, so setting it up will require some efford. There is no
-windows version. The reason for this is simple: i don't use windows myself.
-Porting would require writing code for input/output and getting the
-libraries PDP depends on to work. If anyone is willing to do this, just let
-me know. PDP can run without X Window, using SDL.
-
-<p> Currently, PDP's focus is on images and video, but there is no reason it
-should stay like that. There is limited support for matrix processing
-included in the main library (like Jitter or Gridflow). There is an
-extension library for 1D and 2D binary cellular automata, opengl rendering
-(like Gem). Some plans include audio buffers (like Vasp), ascii packets,
-text buffers, ... Finally there's a library that enables you to connect a
-scheme interpreter (guile) to PD/PDP. For more image processing objects,
-have a look at Yves Degoyon's <a
-href="http://ydegoyon.free.fr/pidip.html">PiDiP</a> library.
-
-<h2>Getting Started</h2>
-
-If you're used to working with PD, the the documentation and example
-patches should be enough to get you started. Have a look at the README file
-in the distribution to find out how to compile and setup. The file
-doc/reference.txt contains a list of objects. If you have installed PDP
-properly, you can just press the right mouse button on an object and select
-help to get a help patch. If this doesn't work, look in the directory
-doc/objects for a collection of help patches. The directory doc/examples
-contains some more demos. The directory doc/objects contains two
-abstractions that are used to setup the input and output in the help
-patches. You might want to cut and connect some wires to use the
-input/output setup that works for you.
-
-<h2>Packets and Types</h2>
-
-<p> PDP is centered around the concept of packets and operations on
-packets. There are several types of packets. The default type for most
-objects is <code><b>image/YCrCb/320x240</b></code>. This is a single video
-frame, encoded in the internal 16bit YUV format, measuring 320 by 240
-pixels. Another image type is the grayscale image
-<code><b>image/grey/320x240</b></code>. Important notes: All image processing objects that
-combine two or more packets need to be fed with the same packet types, i.e.
-encoding (YCrCb/grey) and dimensions need to be the same. Image dimensions need to be a
-multiple of <code><b>8x8</b></code>.
-
-<p> The
-<code><b>bitmap/*/*</b></code> type is another image representation type
-supporting several encodings. I.e. <code><b>bitmap/rgb/*</b></code>,
-<code><b>bitmap/rgba/*</b></code>, <code><b>bitmap/yv12/*</b></code>, ...
-
-This type cannot be processed directly by most of the image processing
-objects, but it can be used to store in delay lines, or to send over the
-network. It's main use is to support all kinds of input/output devices, and
-opengl textures, without introducing too many conversions, but it can serve
-as a space and bandwidth saver too (especially
-<code><b>bitmap/yv12/*</b></code>).
-
-<p> One of the interesting
-features in PD is the possibility of connecting everything with everything.
-If you want to generalize this to all kinds of media objects, the complexity
-of managing the different types starts to grow quite fast. Therefore PDP has
-a type conversion system that can take care of most of the conversions
-using the <code><b>[pdp_convert]</b></code> object. You can manually convert
-packets to a certain type by specifying a type template as a creation
-argument. I.e. <code><b>[pdp_convert image/grey/*]</b></code> will convert
-any packet to a greyscale image. Most of the conversion will become
-automatic later on.
-
-<p> An example: You can use the basic PDP library together with the
-cellular automata library and the opengl rendering library to use a cellular
-automaton as an input to a video processing chain. You can convert the
-processed image to a texture that can be applied to a 3d object, which then
-can be drawn to the screen, captured as a texture, converted back to an
-image, which can then be converted to a sound, processed and converted back
-to an image, etc... You get the point. The possibilities are endless.
-
-
-
- <hr>
- <address><a href="mailto:pdp@zzz.kotnet.org">Tom Schouten</a></address>
-<!-- Created: Thu Apr 24 22:21:03 CEST 2003 -->
-<!-- hhmts start -->
-Last modified: Thu Sep 25 20:51:44 CEST 2003
-<!-- hhmts end -->
- </body>
-</html>
diff --git a/doc/misc/todo.jme b/doc/misc/todo.jme
deleted file mode 100644
index 2ce317d..0000000
--- a/doc/misc/todo.jme
+++ /dev/null
@@ -1,4 +0,0 @@
-todo list of jme@off.net
-------------------------
-- a packet to trigger packet generator instead of bang
- o the created packet has the same format as the incoming packet