we want to support arbitrary numbers of input and output channels. this means under the hood have a full blown node graph, and modules need to describe their i/o and buffer layouts in the most generic way. for vulkan, we turn this into a command buffer with dependencies.
we can have multiple sources (many raw images, 3d lut, ..) and many sinks (output for display, many tiles of output, histogram, colour picker, ..).
this is still called "pipeline" because we'll need to push it into a somewhat linear pipeline for execution on the gpu (via topological sort of the DAG).
we perform one big vkAllocateMemory and bind our buffers to it. each input/output image can be one buffer, all temp/staging stuff we have as one buffer, too. we'll push offsets through to the shader kernel if more chunks are required. unfortunately we can only have 128B/256B push constants, so these are used sparingly for iteration counters. module parameters are stored in uniform memory.
graph.h transforms the DAG to a schedule for vulkan. it considers dependencies and memory allocation (and would initiate tiling if needed).
the pipeline has a few different layers:
module layer, needs to read tokens for nodes and connections from ascii/binary file. this connects modules and sources/sinks.
self-configuring node layer: nodes inside a module aren't visible to the outside. these connections and node counts may depend on the regions of interest currently being processed. also, if the roi is not full, it will come with a context buffer (preview pipe). such roi+context may be packed into one connector that appears in the module layer. the module connects all intermediate buffers from the context layer to all necessary nodes. this layer could be handled by structs + pointers. might interface with this layer for debugging (reconnect intermediates to display sinks)
this complete DAG of all atomic nodes directly translates into vulkan/glsl with one compute shader per node.
we setup the processing pipeline/node graph from scratch from a simple description format:
project.cfg
a storage backend would then either serialise this into human readable ascii form:
exposure:ev:2.0
exposure:black:-0.01
colorin:matrix:1:0:0:0:1:0:0:0:1
..
or if required for efficiency reasons could store it in binary as the uint64 and values in floating point (some special byte to mark end of line)
the parameter interface supports strings. these will be transferred as uniform
memory as they are by default, but there is a commit_params
callback for
custom translation of strings to floats (say lensfun name to polynomial
coefficients).