lumiera_documentation/src/steam/engine/feed-manifold.hpp
Ichthyostega 0b938320ea Invocation: draft a simplified prototype for an invocation
...attempt to somehow get my foot into the door...
2024-07-09 21:06:38 +02:00

82 lines
2.5 KiB
C++

/*
FEED-MANIFOLD.hpp - data feed connection system for render nodes
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
2023, 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 feed-manifold.hpp
** @todo staled since 2009, picked up in 2024 in an attempt to finish the node invocation.
** @todo WIP-WIP 2024 rename and re-interpret as a connection system
** @see nodeinvocation.hpp
*/
#ifndef ENGINE_FEED_MANIFOLD_H
#define ENGINE_FEED_MANIFOLD_H
#include "lib/error.hpp"
#include "lib/nocopy.hpp"
//#include "steam/engine/proc-node.hpp"
#include "steam/engine/buffhandle.hpp"
#include "lib/uninitialised-storage.hpp"
//#include "lib/several.hpp"
//#include <utility>
//#include <array>
////////////////////////////////TICKET #826 will be reworked alltogether
namespace steam {
namespace engine {
// using std::pair;
// using std::vector;
/**
* Obsolete, to be rewritten /////TICKET #826
*
* Tables of buffer handles and corresponding dereferenced buffer pointers.
* Used within the invocation of a processing node to calculate data.
* The tables are further differentiated into input data buffers and output
* data buffers. The tables are supposed to be implemented as bare "C" arrays,
* thus the array of real buffer pointers can be fed directly to the
* processing function of the respective node.
*
* @todo WIP-WIP-WIP 7/24 now reworking the old design in the light of actual render engine requirements...
*/
template<uint N>
struct FeedManifold
: util::NonCopyable
{
using BuffS = lib::UninitialisedStorage<BuffHandle,N>;
BuffS inBuff;
BuffS outBuff;
};
}} // namespace steam::engine
#endif /*ENGINE_FEED_MANIFOLD_H*/