lumiera_/src/vault/enginefacade.hpp
Ichthyostega bcd2b3d632 PlaybackVerticalSlice: design analysis for Frame Dispatcher and Scheduler
- decision: the Monad-style iteration framework will be abandoned
- the job-planning will be recast in terms of the iter-tree-explorer
- job-planning and frame dispatch will be disentangled
- the Scheduler will deliberately offer a high-level interface
- on this high-level, Scheduler will support dependency management
- the low-level implementation of the Scheduler will be based on Activity verbs
2023-04-14 04:43:39 +02:00

72 lines
2.4 KiB
C++

/*
ENGINEFACADE.hpp - access point for communicating with the render engine
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/** @file enginefacade.hpp
** Global control interface for the render engine subsystem.
** The render engine, as implemented in an combined effort by the
** Lumiera Vault-Layer and some parts of Steam-Layer, can be started and
** stopped as a [Subsystem](\ref subsys.hpp) of the whole application.
** @warning as of 4/2023 Render-Engine integration work is underway ////////////////////////////////////////TICKET #1280
*/
#ifndef VAULT_INTERFACE_ENGINEFACADE_H
#define VAULT_INTERFACE_ENGINEFACADE_H
#include "common/subsys.hpp"
namespace vault {
/**************************************************************//**
* Interface to the vault layer (render engine subsystem):
* Global access point for starting the render engine subsystem and
* for defining the public interface(s) for talking with the engine.
*
* While the engine is partially implemented relying on steam-Layer
* operations, the general access point and the playback/render
* controller is considered part of the vault. This results in
* a "W"-shaped control flow: from stage to vault to steam to
* vault, feeding resulting data to output.
*
*/
struct EngineFacade
{
/** provide a descriptor for lumiera::AppState,
* wired accordingly to allow main to pull up and
* shut down the renderengine. */
static lumiera::Subsys& getDescriptor();
//////////////////TODO: define the global access interface for the engine
//////////////////TODO: provide a function for accessing this interface
};
} // namespace vault
#endif