171 lines
5.8 KiB
C++
171 lines
5.8 KiB
C++
/*
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ENGINE-SERVICE.hpp - primary service access point for using the renderengine
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Copyright (C)
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2011, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file engine-service.hpp
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** Access point for the (core) calculation service of the render engine.
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** This Steam-Layer internal service is provided for use by the Player subsystem.
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** The actual implementation is forwarded to Vault services (especially the scheduler).
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** The EngineService singleton has no state beyond the jobs currently managed by the
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** scheduler; when the latter isn't available, any invocation will throw.
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**
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** The central concept provided through this facade interface is the **calculation stream**.
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** This represents a series of calculations, expected to happen in a timely fashion and in order
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** to deliver a frame data stream into an opened output connection. On the implementation side,
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** a calculation stream will be translated into a series of jobs to invoke render nodes;
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** these jobs are to be executed through the scheduler in the Vault Layer.
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**
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** While the individual CalcStram is simple, linear and unmodifiable, any CalcStream may be
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** _superseded_ by a new definition. In this case, the engine will care for a seamless
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** switch and continuation; under the hood, there is a mechanism to discard resources
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** tied to the original CalcStream, once the switch to the new definition is complete.
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**
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** @ingroup engine
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** @todo draft from 2013, stalled, but still relevant and to be continued eventually
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** @warning as of 4/2023 Render-Engine integration work is underway ////////////////////////////////////////TICKET #1233
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**
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** @see EngineInterface_test
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** @see CalcStream_test
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** @see steam::play::PlayerService
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** @see vault::engine::EngineConfig
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**
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*/
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#ifndef STEAM_ENGINE_ENGINE_SERVICE_H
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#define STEAM_ENGINE_ENGINE_SERVICE_H
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#include "lib/error.hpp"
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#include "lib/nocopy.hpp"
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//#include "include/dummy-player-facade.h"
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//#include "include/display-facade.h"
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#include "steam/engine/calc-stream.hpp"
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#include "steam/mobject/model-port.hpp"
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#include "steam/play/timings.hpp"
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#include "steam/play/output-slot.hpp"
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//#include "common/instancehandle.hpp"
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//#include "lib/singleton-ref.hpp"
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#include "lib/polymorphic-value.hpp"
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#include "lib/depend.hpp"
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#include <functional>
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//#include <string>
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namespace steam {
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namespace engine{
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// using std::string;
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// using lumiera::Subsys;
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// using lumiera::Display;
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// using lumiera::DummyPlayer;
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// using std::function;
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using mobject::ModelPort;
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using steam::play::Timings;
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using OutputConnection = steam::play::OutputSlot::Allocation;
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/**************************************************//**
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* A service to schedule series of calculations,
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* delivering the rendered data into an external output
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* sink in a timely fashion. Actually the CalculationStream
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* instances provided through this (facade) interface are
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* backed by jobs executed through the scheduler in the
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* vault layer. The implementation of this service is
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* responsible for creating the right job entries in the
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* correct order and to enqueue these into the scheduler.
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* @ingroup engine
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*/
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class EngineService
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: util::NonCopyable
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{
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/* The following typedefs allow to hand out predefined
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* Quality-of-Service strategy definitions as value objects,
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* without disclosing implementation details here in this header.
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*/
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enum{ QoS_IMPL_SIZE = sizeof(size_t) }; /////////////////////////////////////////TODO is this correct??
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public:
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/*********************************************************//**
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* Quality-of-Service definition for an Render Engine usage.
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* This strategy defines how to decide between conflicting goals like
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* - timely delivery
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* - image quality
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* - niceness and resource usage
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*/
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class Quality
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{
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public:
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virtual ~Quality() { }; ///< this is an Interface
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};
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using _Clonable_QoS_Strategy = lib::polyvalue::CloneValueSupport<Quality>;
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using QoS_Definition = lib::PolymorphicValue<Quality, QoS_IMPL_SIZE, _Clonable_QoS_Strategy>;
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static QoS_Definition QoS_DEFAULT;
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static QoS_Definition QoS_BACKGROUND;
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static QoS_Definition QoS_SYNC_PRIORITY;
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static QoS_Definition QoS_PERFECT_RESULT;
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static QoS_Definition QoS_COMPROMISE;
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/** access point to the Engine Interface.
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* @internal this is an facade interface for internal use
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* by the player. Client code should use the Player.
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*/
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static lib::Depend<EngineService> instance;
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virtual ~EngineService() { }
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EngineService();
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CalcStreams
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calculate(ModelPort mPort,
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Timings nominalTimings,
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OutputConnection& output,
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Quality serviceQuality =QoS_DEFAULT);
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CalcStreams
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calculateBackground(ModelPort mPort,
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Timings nominalTimings,
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Quality serviceQuality =QoS_BACKGROUND);
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protected:
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virtual RenderEnvironment& configureCalculation (ModelPort,Timings,Quality);
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void activateTracing();
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void disableTracing(); ///< EX_FREE
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friend class EngineDiagnostics;
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private:
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static CalcStream activateCalculation (play::DataSink, RenderEnvironment&);
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};
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}} // namespace steam::engine
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#endif /*STEAM_ENGINE_ENGINE_SERVICE_H*/
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