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
...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.
* 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....
...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...
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