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author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2005-12-15 07:41:49 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2005-12-15 07:41:49 +0000 |
commit | c3f5ea53917dea9c80751ee5809c7455589888be (patch) | |
tree | dc317bccff92e459c51102a655ec708d8ce0ac67 /doc | |
parent | 37b6643df2df7d784a31ca73f7bb90dc109c2401 (diff) |
oops, mixed a few
svn path=/trunk/externals/pdp/; revision=4218
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-rw-r--r-- | doc/misc/layers.txt | 222 | ||||
-rw-r--r-- | doc/misc/overview.html | 102 | ||||
-rw-r--r-- | doc/misc/todo.jme | 4 |
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diff --git a/doc/misc/devdoc.html b/doc/misc/devdoc.html deleted file mode 100644 index 5ce1f83..0000000 --- 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 |