lumiera_/src/steam/engine/engine-service.hpp
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/*
ENGINE-SERVICE.hpp - primary service access point for using the renderengine
Copyright (C)
2011, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** 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. See the file COPYING for further details.
*/
/** @file engine-service.hpp
** Access point for the (core) calculation service of the render engine.
** This Steam-Layer internal service is provided for use by the Player subsystem.
** The actual implementation is forwarded to Vault services (especially the scheduler).
** The EngineService singleton has no state beyond the jobs currently managed by the
** scheduler; when the latter isn't available, any invocation will throw.
**
** The central concept provided through this facade interface is the **calculation stream**.
** This represents a series of calculations, expected to happen in a timely fashion and in order
** to deliver a frame data stream into an opened output connection. On the implementation side,
** a calculation stream will be translated into a series of jobs to invoke render nodes;
** these jobs are to be executed through the scheduler in the Vault Layer.
**
** While the individual CalcStram is simple, linear and unmodifiable, any CalcStream may be
** _superseded_ by a new definition. In this case, the engine will care for a seamless
** switch and continuation; under the hood, there is a mechanism to discard resources
** tied to the original CalcStream, once the switch to the new definition is complete.
**
** @ingroup engine
** @todo draft from 2013, stalled, but still relevant and to be continued eventually
** @warning as of 4/2023 Render-Engine integration work is underway ////////////////////////////////////////TICKET #1233
**
** @see EngineInterface_test
** @see CalcStream_test
** @see steam::play::PlayerService
** @see vault::engine::EngineConfig
**
*/
#ifndef STEAM_ENGINE_ENGINE_SERVICE_H
#define STEAM_ENGINE_ENGINE_SERVICE_H
#include "lib/error.hpp"
#include "lib/nocopy.hpp"
//#include "include/dummy-player-facade.h"
//#include "include/display-facade.h"
#include "steam/engine/calc-stream.hpp"
#include "steam/mobject/model-port.hpp"
#include "steam/play/timings.hpp"
#include "steam/play/output-slot.hpp"
//#include "common/instancehandle.hpp"
//#include "lib/singleton-ref.hpp"
#include "lib/polymorphic-value.hpp"
#include "lib/depend.hpp"
#include <functional>
//#include <string>
namespace steam {
namespace engine{
// using std::string;
// using lumiera::Subsys;
// using lumiera::Display;
// using lumiera::DummyPlayer;
// using std::function;
using mobject::ModelPort;
using steam::play::Timings;
using OutputConnection = steam::play::OutputSlot::Allocation;
/**************************************************//**
* A service to schedule series of calculations,
* delivering the rendered data into an external output
* sink in a timely fashion. Actually the CalculationStream
* instances provided through this (facade) interface are
* backed by jobs executed through the scheduler in the
* vault layer. The implementation of this service is
* responsible for creating the right job entries in the
* correct order and to enqueue these into the scheduler.
* @ingroup engine
*/
class EngineService
: util::NonCopyable
{
/* The following typedefs allow to hand out predefined
* Quality-of-Service strategy definitions as value objects,
* without disclosing implementation details here in this header.
*/
enum{ QoS_IMPL_SIZE = sizeof(size_t) }; /////////////////////////////////////////TODO is this correct??
public:
/*********************************************************//**
* Quality-of-Service definition for an Render Engine usage.
* This strategy defines how to decide between conflicting goals like
* - timely delivery
* - image quality
* - niceness and resource usage
*/
class Quality
{
public:
virtual ~Quality() { }; ///< this is an Interface
};
using _Clonable_QoS_Strategy = lib::polyvalue::CloneValueSupport<Quality>;
using QoS_Definition = lib::PolymorphicValue<Quality, QoS_IMPL_SIZE, _Clonable_QoS_Strategy>;
static QoS_Definition QoS_DEFAULT;
static QoS_Definition QoS_BACKGROUND;
static QoS_Definition QoS_SYNC_PRIORITY;
static QoS_Definition QoS_PERFECT_RESULT;
static QoS_Definition QoS_COMPROMISE;
/** access point to the Engine Interface.
* @internal this is an facade interface for internal use
* by the player. Client code should use the Player.
*/
static lib::Depend<EngineService> instance;
virtual ~EngineService() { }
EngineService();
CalcStreams
calculate(ModelPort mPort,
Timings nominalTimings,
OutputConnection& output,
Quality serviceQuality =QoS_DEFAULT);
CalcStreams
calculateBackground(ModelPort mPort,
Timings nominalTimings,
Quality serviceQuality =QoS_BACKGROUND);
protected:
virtual RenderEnvironment& configureCalculation (ModelPort,Timings,Quality);
void activateTracing();
void disableTracing(); ///< EX_FREE
friend class EngineDiagnostics;
private:
static CalcStream activateCalculation (play::DataSink, RenderEnvironment&);
};
}} // namespace steam::engine
#endif /*STEAM_ENGINE_ENGINE_SERVICE_H*/