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#!/usr/bin/env python3
"""Sequence v2 Compiler - DAG-based timeline compiler with ping-pong optimization.
Converts v2 timeline syntax into optimized C++ SequenceV2 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 v2 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++ SequenceV2 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
# Remove V2 suffix first if present
base_name = effect.class_name
if base_name.endswith('V2'):
base_name = base_name[:-2]
header = re.sub('([A-Z])', r'_\1', base_name).lower().lstrip('_')
if header.endswith('_effect'):
header = header[:-7] # Remove _effect suffix
includes.add(f'#include "effects/{header}_effect_v2.h"')
cpp = f'''// Generated by seq_compiler_v2.py
// Sequence: {seq.name}
#include "gpu/sequence_v2.h"
#include "gpu/effect_v2.h"
'''
for inc in sorted(includes):
cpp += inc + '\n'
cpp += f'''
class {class_name} : public SequenceV2 {{
public:
{class_name}(const GpuContext& ctx, int width, int height)
: SequenceV2(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)
# Ensure class name has V2 suffix (add if not present)
effect_class = effect.class_name if effect.class_name.endswith('V2') else effect.class_name + 'V2'
cpp += f''' effect_dag_.push_back({{
.effect = std::make_shared<{effect_class}>(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 v2 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_v2.py
// DO NOT EDIT
#include "gpu/sequence_v2.h"
#include "gpu/effect_v2.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 += '''
// V2 Sequence Registry
#include <vector>
#include <memory>
struct SequenceV2Entry {
float start_time;
int priority;
std::unique_ptr<SequenceV2> sequence;
};
static std::vector<SequenceV2Entry> g_v2_sequences;
static bool g_v2_initialized = false;
void InitializeV2Sequences(const GpuContext& ctx, int width, int height) {
if (g_v2_initialized) return;
g_v2_initialized = true;
'''
# Instantiate each sequence
for seq in sequences:
class_name = f"{seq.name}Sequence"
all_cpp += f' g_v2_sequences.push_back({{{seq.start_time}f, {seq.priority}, std::make_unique<{class_name}>(ctx, width, height)}});\n'
all_cpp += '''
}
SequenceV2* GetActiveV2Sequence(float time) {
// Find active sequence (latest start_time <= current time)
SequenceV2* active = nullptr;
for (auto& entry : g_v2_sequences) {
if (entry.start_time <= time) {
active = entry.sequence.get();
}
}
return active;
}
void RenderV2Timeline(WGPUCommandEncoder encoder, float time, int width, int height,
float beat_time, float audio_intensity) {
SequenceV2* seq = GetActiveV2Sequence(time);
if (seq) {
seq->preprocess(time, beat_time, 0.0f, audio_intensity);
seq->render_effects(encoder);
}
}
float GetDemoDuration() {
return 40.0f; // TODO: Calculate from v2 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 RenderV2Timeline(WGPUSurface surface, float time, int width, int height,
float beat_time, float audio_intensity) {
SequenceV2* seq = GetActiveV2Sequence(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_v2_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()
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