2007-08-17 18:24:12 +02:00
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Documentation for the RPN expression engine in OverLua
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======================================================
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For some graphics processing operationg, OverLua provides an RPN (Reverse
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Polish Notation) to do fast calculations. This expression engine is designed
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primarily to have very fast execution and be multithreading-safe in the
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runtime.
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The language is meant to support multi-variable calculations, so apart from
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the usual arithmetic operators there is also an assignment operator. Finally
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there is a limited number of temporary registers.
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There is no explicit Lua interface to the expression engine, rather it is
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implicitly used by some image processing functions. In those cases, a
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program is passed as a string to the image processing function.
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Stack machine execution model
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-----------------------------
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The expression evaluator is implemented as a stack machine with a number
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of registers. Some of these registers are used for input and/or output
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values and some are freely usable for temporary storage.
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The stack holds numbers in 'double' precision, this is the only data type
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supported by the machine. There are no practical limits on stack depth.
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The registers also hold numbers in 'double' precision. Depending on the
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function using the expression evaluator, different input/output registers
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will be available. The input/output registers will usually be single-letter
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names using uppercase letters. There are always exactly ten temporary
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registers available, named "t0" to "t9", ie. lowercase "t" followed by
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a digit. The contents of the temporary registers are undefined at the start
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of program execution.
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The program consists of a number of instructions executed sequentially. There
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are three basic types of instructions:
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- push
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- call
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- store
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A 'push' instruction pushes a single number to the top of the stack. The
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source of the number can either be a constant or a register.
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A 'call' instruction pops some numbers from the stack, performs an operation
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on them and pushes a single number back onto the stack. This includes basic
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arithmetic operations such as addition, mulitiplication, but also functions
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such as sinus, rounding and logarithms. How many numbers are popped from the
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stack depends on the function.
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The 'store' instruction pops one number from the stack and stores it into
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a register, overwriting the previous number in the register.
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After every instruction in the program has been executed, any remaining numbers
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on the stack are discarded, and the numbers in the output registers are passed
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to the function using the expression evaluator.
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If a program operation attempt to pop a number from the stack when the stack
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is empty, the machine halts with an error state, and the result of the program
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is undefined.
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Expression syntax
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-----------------
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The syntax used to specify programs is very straightforward.
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The program consists of a number of tokens separated by whitespace. Each token
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translates into one instruction.
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A token can be a number. This translates into a 'push' instruction, pushing
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that number as a constant. The format for numbers is the same as in C.
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Examples: "1", "-5", "3.14", ".5" "2.998e8"
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A token can be a register name. This translates into a 'push' instruction,
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pushing the number in the register.
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Examples: "X", "Y", "t0", "t6"
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A token can be a basic arithmetic operator. These translate into 'call'
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instructions. Each of these represent a function that pops two numbers,
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performs the calculation and pushes the result.
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The basic arithmetic operators are: + - * / ^
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Examples:
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Suppose the two previous instructions were "A B" where A and B are registers.
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This means that now the stack contains B at the top and A just below.
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Operator "+" will then calculate "A + B". Operator "-" will calculate "A - B".
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Operator "*" will calculate "A * B". Operator "/" will calculate "A / B".
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Operator "^" will calculate "A ^ B", ie. A raised to the power of B.
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The result of illegal operations is undefined. It will most likely result in
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an invalid number being pushed onto the stack, and operating on that number
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will cause the error to propagate.
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A token matching the name of a defined function will translate into a 'call'
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instruction for the given function. A number of standard functions are always
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available, see below for details.
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An equal sign followed by the name of a register translated into a 'store'
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instruction, that will pop the number at the top of the stack and store it
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into the named register. There must not be any whitespace between the equal
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sign and the register name.
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Examples: "=X", "=t0"
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Standard function library
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-------------------------
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The following functions are always available in the machine.
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~ (tilde character)
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Takes one argument, produces one result.
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Unary minus. (Negate the argument.)
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abs
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Takes one argument, produces one result.
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Return the absolute value.
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floor
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Takes one argument, produces one result.
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Round towards negative infinity.
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ceil
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Takes one argument, produces one result.
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Round towards positive infinity.
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log
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Takes one argument, produces one result.
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Natural (base e) logarithm.
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exp
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Takes one argument, produces one result.
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Natural exponentiation. (e to the power of x.)
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sqrt
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Takes one argument, produces one result.
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Square root.
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e
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Takes no arguments, produces one result.
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Push the value of e.
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min
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Takes two arguments, produces one result.
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Return the smallest of the arguments.
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max
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Takes two arguments, produces one result.
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Return the largest of the arguments.
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pi
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Takes no arguments, produces one result.
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Push the value of pi.
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sin
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Takes one argument, produces one result.
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Sinus function. Argument in radians.
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cos
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Takes one argument, produces one result.
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Cosine function. Argument in radians.
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tan
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Takes one argument, produces one result.
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Tangent function. Argument in radians.
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asin
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Takes one argument, produces one result.
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Arc sinus function.
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acos
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Takes one argument, produces one result.
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Arc cosine function.
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atan
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Takes one argument, produces one result.
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Arc tangent function.
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mod
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Takes two arguments, produces one result.
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Modulo operation.
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rand
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Takes no arguments, produces one result.
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Return a random value in range 0..1.
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ifgtz
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Takes three arguments, produces one result.
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If the first argument is greater than zero, return the second argument,
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else return the third argument.
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ifeqz
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Takes three arguments, produces one result.
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If the first argument is equal to zero, return the second argument,
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else return the third argument.
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Sample programs
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---------------
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2007-08-18 01:56:20 +02:00
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For raster.pixel_value_map:
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"rand =t0 t0 =R t0 =G t0 =B"
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Create a field of random gray-values.
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"0 =R 1 G - =G"
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Zero out the red channel and invert the green channel.
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2007-08-18 16:18:13 +02:00
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For raster.pixel_coord_map:
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"X .5 rand - + =X Y .5 rand - + =Y"
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Create some jitter in the pixels.
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