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Diffstat (limited to 'tools/seq_compiler.py')
| -rwxr-xr-x | tools/seq_compiler.py | 682 |
1 files changed, 682 insertions, 0 deletions
diff --git a/tools/seq_compiler.py b/tools/seq_compiler.py new file mode 100755 index 0000000..6b72ebd --- /dev/null +++ b/tools/seq_compiler.py @@ -0,0 +1,682 @@ +#!/usr/bin/env python3 +"""Sequence Compiler - DAG-based timeline compiler with ping-pong optimization. + +Converts timeline syntax into optimized C++ Sequence subclasses. +Performs DAG validation, topological sorting, and lifetime analysis. +""" + +import argparse +import os +import re +import sys +from typing import Dict, List, Set, Tuple, Optional + +# Node type enum mapping +NODE_TYPES = { + 'u8x4_norm': 'NodeType::U8X4_NORM', + 'f32x4': 'NodeType::F32X4', + 'f16x8': 'NodeType::F16X8', + 'depth24': 'NodeType::DEPTH24', + 'compute_f32': 'NodeType::COMPUTE_F32', +} + +class NodeDecl: + def __init__(self, name: str, node_type: str): + self.name = name + self.type = node_type + +class EffectDecl: + def __init__(self, class_name: str, inputs: List[str], outputs: List[str], + start: float, end: float, priority: int, params: str): + self.class_name = class_name + self.inputs = inputs + self.outputs = outputs + self.start = start + self.end = end + self.priority = priority + self.params = params + self.execution_order = -1 + +class SequenceDecl: + def __init__(self, name: str, start_time: float, priority: int): + self.name = name + self.start_time = start_time + self.priority = priority + self.nodes: Dict[str, NodeDecl] = {} + self.assets: Set[str] = set() + self.effects: List[EffectDecl] = [] + +def parse_timeline(filename: str) -> List[SequenceDecl]: + """Parse timeline file.""" + sequences = [] + current_seq = None + + with open(filename, 'r') as f: + for line_num, line in enumerate(f, 1): + line = line.strip() + + # Skip comments and empty lines + if not line or line.startswith('#'): + continue + + # BPM directive (ignored for now) + if line.startswith('# BPM'): + continue + + # SEQUENCE start + if line.startswith('SEQUENCE'): + parts = line.split() + start_time = float(parts[1]) + priority = int(parts[2]) + name = ' '.join(parts[3:]).strip('"') if len(parts) > 3 else f"seq_{start_time}" + current_seq = SequenceDecl(name, start_time, priority) + sequences.append(current_seq) + continue + + if not current_seq: + print(f"Error: {filename}:{line_num}: Effect/Node outside SEQUENCE block", file=sys.stderr) + sys.exit(1) + + # NODE declaration + if line.startswith('NODE'): + parts = line.split() + if len(parts) < 3: + print(f"Error: {filename}:{line_num}: NODE requires name and type", file=sys.stderr) + sys.exit(1) + node_name = parts[1] + node_type = parts[2] + if node_type not in NODE_TYPES: + print(f"Error: {filename}:{line_num}: Unknown node type '{node_type}'", file=sys.stderr) + sys.exit(1) + current_seq.nodes[node_name] = NodeDecl(node_name, node_type) + continue + + # ASSET declaration + if line.startswith('ASSET'): + parts = line.split() + if len(parts) < 2: + print(f"Error: {filename}:{line_num}: ASSET requires name", file=sys.stderr) + sys.exit(1) + current_seq.assets.add(parts[1]) + continue + + # EFFECT with routing + if line.startswith('EFFECT'): + # Parse: EFFECT +/=/- ClassName inputs... -> outputs... start end [params...] + match = re.match(r'EFFECT\s+([+\-=])\s+(\w+)\s+(.+)', line) + if not match: + print(f"Error: {filename}:{line_num}: Invalid EFFECT syntax", file=sys.stderr) + sys.exit(1) + + priority_mod = match.group(1) + class_name = match.group(2) + rest = match.group(3) + + # Parse routing: inputs... -> outputs... start end [params] + if '->' not in rest: + print(f"Error: {filename}:{line_num}: EFFECT missing '->' routing", file=sys.stderr) + sys.exit(1) + + before_arrow, after_arrow = rest.split('->', 1) + inputs = before_arrow.strip().split() + + after_parts = after_arrow.strip().split() + # Find where outputs end (look for numeric start time) + outputs = [] + idx = 0 + while idx < len(after_parts): + try: + float(after_parts[idx]) + break + except ValueError: + outputs.append(after_parts[idx]) + idx += 1 + + if idx + 2 > len(after_parts): + print(f"Error: {filename}:{line_num}: EFFECT missing start/end times", file=sys.stderr) + sys.exit(1) + + start_time = float(after_parts[idx]) + end_time = float(after_parts[idx + 1]) + params = ' '.join(after_parts[idx + 2:]) if idx + 2 < len(after_parts) else '' + + # Priority calculation (relative to sequence priority) + if priority_mod == '+': + effect_priority = current_seq.priority + len(current_seq.effects) + elif priority_mod == '=': + effect_priority = current_seq.priority + len(current_seq.effects) - 1 if current_seq.effects else current_seq.priority + else: # '-' + effect_priority = current_seq.priority - 1 + + effect = EffectDecl(class_name, inputs, outputs, start_time, end_time, effect_priority, params) + current_seq.effects.append(effect) + continue + + print(f"Warning: {filename}:{line_num}: Unrecognized line: {line}", file=sys.stderr) + + return sequences + +def validate_dag(seq: SequenceDecl) -> None: + """Validate DAG: check for cycles, missing nodes, connectivity.""" + + # 1. Auto-infer nodes from effects + all_nodes = set(seq.nodes.keys()) + all_nodes.add('source') # Implicit + all_nodes.add('sink') # Implicit + + for effect in seq.effects: + for node in effect.inputs + effect.outputs: + if node not in all_nodes and node not in seq.nodes: + # Auto-infer as u8x4_norm + seq.nodes[node] = NodeDecl(node, 'u8x4_norm') + all_nodes.add(node) + + # 2. Check all referenced nodes exist + for effect in seq.effects: + for node in effect.inputs: + if node not in all_nodes: + print(f"Error: Effect {effect.class_name} references undefined input node '{node}'", file=sys.stderr) + sys.exit(1) + for node in effect.outputs: + if node not in all_nodes: + print(f"Error: Effect {effect.class_name} references undefined output node '{node}'", file=sys.stderr) + sys.exit(1) + + # 3. Check for cycles (DFS on effect graph, not node graph) + effect_visited = {} + for effect in seq.effects: + effect_visited[id(effect)] = 0 # 0=unvisited, 1=visiting, 2=visited + + # Build effect dependency graph + def get_effect_dependencies(effect: EffectDecl) -> List[EffectDecl]: + """Get effects that must execute before this one.""" + deps = [] + effect_idx = seq.effects.index(effect) + + for input_node in effect.inputs: + if input_node == 'source': + continue + # Find LAST effect before this one that produces this input + producer = None + for i in range(effect_idx - 1, -1, -1): + other = seq.effects[i] + if input_node in other.outputs: + producer = other + break + + if producer: + deps.append(producer) + return deps + + def dfs_cycle(effect: EffectDecl) -> bool: + eff_id = id(effect) + if effect_visited[eff_id] == 1: + return True # Back edge = cycle + if effect_visited[eff_id] == 2: + return False + + effect_visited[eff_id] = 1 + for dep in get_effect_dependencies(effect): + if dfs_cycle(dep): + return True + effect_visited[eff_id] = 2 + return False + + for effect in seq.effects: + if dfs_cycle(effect): + print(f"Error: Cycle detected in effect DAG involving effect '{effect.class_name}'", file=sys.stderr) + sys.exit(1) + + # 4. Check connectivity (source must reach sink) + reachable = set(['source']) + changed = True + while changed: + changed = False + for effect in seq.effects: + if any(inp in reachable for inp in effect.inputs): + for out in effect.outputs: + if out not in reachable: + reachable.add(out) + changed = True + + if 'sink' not in reachable: + print(f"Error: No path from 'source' to 'sink' in DAG", file=sys.stderr) + sys.exit(1) + +def topological_sort(seq: SequenceDecl) -> List[EffectDecl]: + """Sort effects in execution order using Kahn's algorithm.""" + + # Build dependency graph + in_degree = {} + for effect in seq.effects: + in_degree[id(effect)] = 0 + + # Count dependencies + node_producers = {} # node -> effect that produces it + for effect in seq.effects: + for output in effect.outputs: + node_producers[output] = effect + + # Calculate in-degrees + for effect in seq.effects: + for input_node in effect.inputs: + if input_node == 'source': + continue + if input_node in node_producers: + in_degree[id(effect)] += 1 + + # Find effects with no dependencies + queue = [eff for eff in seq.effects if in_degree[id(eff)] == 0] + sorted_effects = [] + + while queue: + current = queue.pop(0) + sorted_effects.append(current) + + # Mark outputs as available, decrement downstream dependencies + for output in current.outputs: + for other in seq.effects: + if output in other.inputs and id(other) != id(current): + in_degree[id(other)] -= 1 + if in_degree[id(other)] == 0: + queue.append(other) + + if len(sorted_effects) != len(seq.effects): + print(f"Error: DAG has unreachable effects (disconnected components)", file=sys.stderr) + sys.exit(1) + + # Assign execution order + for idx, effect in enumerate(sorted_effects): + effect.execution_order = idx + + return sorted_effects + +def analyze_lifetimes(seq: SequenceDecl, sorted_effects: List[EffectDecl]) -> Dict[str, Tuple[int, int]]: + """Analyze node lifetimes: (first_use, last_use) execution order indices.""" + + lifetimes = {} + + for effect in sorted_effects: + order = effect.execution_order + + for node in effect.inputs: + if node == 'source': + continue + if node not in lifetimes: + lifetimes[node] = (order, order) + else: + lifetimes[node] = (lifetimes[node][0], order) + + for node in effect.outputs: + if node == 'sink': + continue + if node not in lifetimes: + lifetimes[node] = (order, order) + else: + lifetimes[node] = (min(lifetimes[node][0], order), max(lifetimes[node][1], order)) + + return lifetimes + +def detect_ping_pong(seq: SequenceDecl, sorted_effects: List[EffectDecl]) -> Dict[str, str]: + """Detect ping-pong patterns and return alias map. + + Pattern: Effect i writes A, reads B; Effect i+1 writes B, reads A + Optimization: Alias B -> A (reuse same texture) + """ + + aliases = {} + used_nodes = set() + + # Look for adjacent alternating read/write patterns + for i in range(len(sorted_effects) - 1): + eff1 = sorted_effects[i] + eff2 = sorted_effects[i + 1] + + # Find nodes that alternate + for out1 in eff1.outputs: + if out1 in ['source', 'sink'] or out1 in used_nodes: + continue + + for in1 in eff1.inputs: + if in1 in ['source', 'sink'] or in1 in used_nodes: + continue + + # Check if eff2 writes in1 and reads out1 (alternating) + if in1 in eff2.outputs and out1 in eff2.inputs: + # Classic ping-pong: eff1 (reads in1, writes out1), eff2 (reads out1, writes in1) + # Check no other effects use these nodes + other_uses = False + for j, eff in enumerate(sorted_effects): + if j == i or j == i + 1: + continue + if out1 in eff.inputs + eff.outputs or in1 in eff.inputs + eff.outputs: + other_uses = True + break + + if not other_uses: + # Alias in1 -> out1 (in1 uses same texture as out1) + aliases[in1] = out1 + used_nodes.add(out1) + used_nodes.add(in1) + break + + return aliases + +def generate_cpp(seq: SequenceDecl, sorted_effects: List[EffectDecl], + aliases: Dict[str, str], flatten: bool = False) -> str: + """Generate C++ Sequence subclass.""" + + class_name = seq.name.replace(' ', '_').replace('-', '_') + if not class_name[0].isalpha(): + class_name = 'Seq_' + class_name + class_name += 'Sequence' + + # Generate includes + includes = set() + for effect in seq.effects: + # Convert ClassName to snake_case header + header = re.sub('([A-Z])', r'_\1', effect.class_name).lower().lstrip('_') + if header.endswith('_effect'): + header = header[:-7] # Remove _effect suffix + includes.add(f'#include "effects/{header}_effect.h"') + + cpp = f'''// Generated by seq_compiler.py +// Sequence: {seq.name} + +#include "gpu/sequence.h" +#include "gpu/effect.h" +''' + + for inc in sorted(includes): + cpp += inc + '\n' + + cpp += f''' +class {class_name} : public Sequence {{ + public: + {class_name}(const GpuContext& ctx, int width, int height) + : Sequence(ctx, width, height) {{ +''' + + # Node declarations + cpp += ' // Node declarations\n' + for node_name, node_decl in sorted(seq.nodes.items()): + if node_name in aliases: + # Aliased node + cpp += f' nodes_.declare_aliased_node("{node_name}", "{aliases[node_name]}");\n' + else: + node_type = NODE_TYPES[node_decl.type] + cpp += f' nodes_.declare_node("{node_name}", {node_type}, width_, height_);\n' + + cpp += '\n // Effect DAG construction\n' + + # Effect instantiation + for effect in sorted_effects: + inputs_str = ', '.join(f'"{inp}"' for inp in effect.inputs) + outputs_str = ', '.join(f'"{out}"' for out in effect.outputs) + + cpp += f''' effect_dag_.push_back({{ + .effect = std::make_shared<{effect.class_name}>(ctx, + std::vector<std::string>{{{inputs_str}}}, + std::vector<std::string>{{{outputs_str}}}), + .input_nodes = {{{inputs_str}}}, + .output_nodes = {{{outputs_str}}}, + .execution_order = {effect.execution_order} + }}); +''' + + cpp += ''' init_effect_nodes(); + } +}; +''' + + return cpp + +def main(): + parser = argparse.ArgumentParser(description='Sequence compiler with DAG optimization') + parser.add_argument('input', help='Input .seq file') + parser.add_argument('--output', '-o', help='Output .cc file', required=True) + parser.add_argument('--flatten', action='store_true', help='Generate flattened code (FINAL_STRIP mode)') + + args = parser.parse_args() + + # Parse timeline + sequences = parse_timeline(args.input) + + if not sequences: + print("Error: No sequences found in input file", file=sys.stderr) + sys.exit(1) + + # Process each sequence + all_cpp = '''// Generated by seq_compiler.py +// DO NOT EDIT + +#include "gpu/sequence.h" +#include "gpu/effect.h" + +''' + + for seq in sequences: + # Validate DAG + validate_dag(seq) + + # Topological sort + sorted_effects = topological_sort(seq) + + # Lifetime analysis + lifetimes = analyze_lifetimes(seq, sorted_effects) + + # Ping-pong detection + aliases = detect_ping_pong(seq, sorted_effects) + + # Generate C++ + cpp = generate_cpp(seq, sorted_effects, aliases, args.flatten) + all_cpp += cpp + '\n' + + # Generate sequence registry and accessors + all_cpp += ''' +// Sequence Registry +#include <vector> +#include <memory> + +struct SequenceEntry { + float start_time; + int priority; + std::unique_ptr<Sequence> sequence; +}; + +static std::vector<SequenceEntry> g_sequences; +static bool g_initialized = false; + +void InitializeSequences(const GpuContext& ctx, int width, int height) { + if (g_initialized) return; + g_initialized = true; + +''' + + # Instantiate each sequence + for seq in sequences: + class_name = f"{seq.name}Sequence" + all_cpp += f' g_sequences.push_back({{{seq.start_time}f, {seq.priority}, std::make_unique<{class_name}>(ctx, width, height)}});\n' + + all_cpp += ''' +} + +Sequence* GetActiveSequence(float time) { + // Find active sequence (latest start_time <= current time) + Sequence* active = nullptr; + for (auto& entry : g_sequences) { + if (entry.start_time <= time) { + active = entry.sequence.get(); + } + } + return active; +} + +void RenderTimeline(WGPUCommandEncoder encoder, float time, int width, int height, + float beat_time, float audio_intensity) { + Sequence* seq = GetActiveSequence(time); + if (seq) { + seq->preprocess(time, beat_time, 0.0f, audio_intensity); + seq->render_effects(encoder); + } +} + +float GetDemoDuration() { + return 40.0f; // TODO: Calculate from sequences +} + +// Surface-based rendering with framebuffers +#include "gpu/post_process_helper.h" +#include "gpu/shaders.h" + +static WGPUTexture g_source_texture = nullptr; +static WGPUTextureView g_source_view = nullptr; +static WGPUTexture g_sink_texture = nullptr; +static WGPUTextureView g_sink_view = nullptr; +static int g_fb_width = 0; +static int g_fb_height = 0; +static UniformBuffer<UniformsSequenceParams> g_blit_uniforms; + +static void ensure_framebuffers(WGPUDevice device, int width, int height) { + if (g_source_texture && g_fb_width == width && g_fb_height == height) { + return; + } + + // Release old + if (g_source_view) wgpuTextureViewRelease(g_source_view); + if (g_source_texture) wgpuTextureRelease(g_source_texture); + if (g_sink_view) wgpuTextureViewRelease(g_sink_view); + if (g_sink_texture) wgpuTextureRelease(g_sink_texture); + + // Create new + WGPUTextureDescriptor tex_desc = {}; + tex_desc.size = {(uint32_t)width, (uint32_t)height, 1}; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.mipLevelCount = 1; + tex_desc.sampleCount = 1; + + g_source_texture = wgpuDeviceCreateTexture(device, &tex_desc); + g_source_view = wgpuTextureCreateView(g_source_texture, nullptr); + g_sink_texture = wgpuDeviceCreateTexture(device, &tex_desc); + g_sink_view = wgpuTextureCreateView(g_sink_texture, nullptr); + + g_fb_width = width; + g_fb_height = height; +} + +void RenderTimeline(WGPUSurface surface, float time, int width, int height, + float beat_time, float audio_intensity) { + Sequence* seq = GetActiveSequence(time); + if (!seq) return; + + const GpuContext* ctx = gpu_get_context(); + ensure_framebuffers(ctx->device, width, height); + + // Initialize blit uniforms buffer if needed + if (!g_blit_uniforms.get().buffer) { + g_blit_uniforms.init(ctx->device); + } + + // Bind source/sink views to sequence + seq->set_source_view(g_source_view); + seq->set_sink_view(g_sink_view); + + // Update uniforms via preprocess + seq->preprocess(time, beat_time, 0.0f, audio_intensity); + + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(ctx->device, nullptr); + + // Clear source + WGPURenderPassColorAttachment clear_attach = {}; + clear_attach.view = g_source_view; +#if !defined(DEMO_CROSS_COMPILE_WIN32) + clear_attach.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; +#endif + clear_attach.loadOp = WGPULoadOp_Clear; + clear_attach.storeOp = WGPUStoreOp_Store; + clear_attach.clearValue = {0.0, 0.0, 0.0, 1.0}; + + WGPURenderPassDescriptor clear_desc = {}; + clear_desc.colorAttachmentCount = 1; + clear_desc.colorAttachments = &clear_attach; + + WGPURenderPassEncoder clear_pass = wgpuCommandEncoderBeginRenderPass(encoder, &clear_desc); + wgpuRenderPassEncoderEnd(clear_pass); + wgpuRenderPassEncoderRelease(clear_pass); + + // Render effects + seq->render_effects(encoder); + + // Blit sink to surface + WGPUSurfaceTexture surface_texture; + wgpuSurfaceGetCurrentTexture(surface, &surface_texture); + + if (surface_texture.status == WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal) { + WGPURenderPassColorAttachment blit_attach = {}; + blit_attach.view = surface_texture.texture + ? wgpuTextureCreateView(surface_texture.texture, nullptr) + : nullptr; +#if !defined(DEMO_CROSS_COMPILE_WIN32) + blit_attach.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; +#endif + blit_attach.loadOp = WGPULoadOp_Clear; + blit_attach.storeOp = WGPUStoreOp_Store; + blit_attach.clearValue = {0.0, 0.0, 0.0, 1.0}; + + WGPURenderPassDescriptor blit_desc = {}; + blit_desc.colorAttachmentCount = 1; + blit_desc.colorAttachments = &blit_attach; + + static WGPURenderPipeline blit_pipeline = nullptr; + static WGPUBindGroup blit_bind_group = nullptr; + + if (!blit_pipeline) { + blit_pipeline = create_post_process_pipeline(ctx->device, + ctx->format, passthrough_shader_wgsl); + } + + // Update blit uniforms + UniformsSequenceParams blit_params = {}; + blit_params.resolution = {(float)width, (float)height}; + blit_params.aspect_ratio = (float)width / (float)height; + blit_params.time = time; + blit_params.beat_time = beat_time; + blit_params.beat_phase = 0.0f; + blit_params.audio_intensity = audio_intensity; + g_blit_uniforms.update(ctx->queue, blit_params); + + pp_update_bind_group(ctx->device, blit_pipeline, &blit_bind_group, + g_sink_view, g_blit_uniforms.get(), {nullptr, 0}); + + WGPURenderPassEncoder blit_pass = wgpuCommandEncoderBeginRenderPass(encoder, &blit_desc); + wgpuRenderPassEncoderSetPipeline(blit_pass, blit_pipeline); + wgpuRenderPassEncoderSetBindGroup(blit_pass, 0, blit_bind_group, 0, nullptr); + wgpuRenderPassEncoderDraw(blit_pass, 3, 1, 0, 0); + wgpuRenderPassEncoderEnd(blit_pass); + wgpuRenderPassEncoderRelease(blit_pass); + + if (blit_attach.view) wgpuTextureViewRelease(blit_attach.view); + } + + WGPUCommandBuffer commands = wgpuCommandEncoderFinish(encoder, nullptr); + wgpuQueueSubmit(ctx->queue, 1, &commands); + wgpuCommandBufferRelease(commands); + wgpuCommandEncoderRelease(encoder); + + wgpuSurfacePresent(surface); + if (surface_texture.texture) { + wgpuTextureRelease(surface_texture.texture); + } +} +''' + + # Write output + with open(args.output, 'w') as f: + f.write(all_cpp) + + print(f"Generated {len(sequences)} sequence(s) -> {args.output}") + +if __name__ == '__main__': + main() |
