Commit graph

11 commits

Author SHA1 Message Date
e33689e5d6 Job-Planning: verify and complete the build-up of mock structures (see #1294)
The prototypical setup of data structures and test support components
is largely complete by now — with the exception of the `MockDispatcher`,
which will be completed while moving to the next steps pertaining the
setup of a frame dispatch pipeline.

 * the existing `DummyJob` was augmented to allow verification of
   association between Job and `JobTicket`
 * the existing implementation of `JobTicket` was verified and augmented
   to allow coverage of the whole usage cycle
 * a `MockJobTicket` was implemented on top, which can be generated
   from a symbolical test specification (rather than from the real
   Fixture data structure)
 * a complete `MockSegmentation` was developed, allowing to establish
   all the aforementioned data structures without an actual backing
   Render Engine. Moreover, `MockSegmentation` can be generated
   from the aforementioned symbolic test specification.
 * as part of this work, an algorithm to split an existing Segmentation
   and to splice in new segments was developed and verified
2023-05-24 03:38:12 +02:00
e5cdb86ac3 Segmentation: integrate SplitSplice and build mock-segmentation
...now able to build a mock segmentation which issues dummy jobs,
and is wired such as to verify the right job is invoked for each segment.

And this allows to build and verify the Dispatcher,
without being able to invoke actual render jobs yet.
2023-05-05 03:46:42 +02:00
fef0c05b64 Job-Planning: base implementation of job instance creation
* using a simplified preliminary implementation of hash chaining (see #1293)
 * simplistic implementation of hashing for time values (half-rotation)
 * for now just hashing the time into the upper part of the LUID

Maybe we can even live with that implementation for some time,
depending on how important uniform distribution of hash values is
for proper usage of the frame cache.

Needless to say, various further fine points need more consideration,
especially questions of portability (32bit anyone?). Moreover, since
frame times are typically quantised, the search space for the hashed
time values is drastically reduced; conceivably we should rather
research and implement a good hash function for 128bit and then combine
all information into a single hash key....
2023-04-30 22:33:42 +02:00
8aa0c258ba Job-Planning: investigate invocation of jobs
...using the MockJobTicket setup as point of reference,
since the actual invocation of render nodes will only be drafted
later in this "Vertical Slice" integration effort...
2023-04-30 02:18:56 +02:00
b93a9a7985 Job-Planning: elaborate mock setup for render job 2023-04-21 05:29:10 +02:00
b68d0f24cb Library: settle long standing confusion regarding time border conditions
basically we can pick just any convention here, and so we should pick the convention in a way
that makes most sense informally, for a *human reader*. But what we previously did, was to pick
the condition such as to make it simple in some situations for the programmer....

With the predictable result: even with the disappointingly small number of usages we have up to now,
we got that condition backwards several times.

OK, so from now on!!!

Time::NEVER == Time::MAX, because "never" is as far as possible into the future
2018-12-10 00:12:43 +01:00
02c5809707 Global-Layer-Renaming: adjust namespace qualification 2018-11-15 23:59:23 +01:00
555ca0bff9 Global-Layer-Renaming: rename namespaces 2018-11-15 23:55:13 +01:00
72b15b8e45 Global-Layer-Renaming: transform header include guards
btw... we could change to #pragma once
2018-11-15 23:52:02 +01:00
2d5ebcd5fa Global-Layer-Renaming: adjust header includes 2018-11-15 23:42:43 +01:00
6261779531 Global-Layer-Renaming: rearrange directories
backend -> vault
proc -> steam
gui -> stage
2018-11-15 23:28:03 +01:00