The old implementation of `DiagnosticOutputSlot` is now disabled and will be re-written from scratch, and no longer tangled to `BufferProvider` - `OutputManager` remains in Steam-Layer for now - the `Timings` and `OutputSlot` are now a self-contained
204 lines
7.4 KiB
C++
204 lines
7.4 KiB
C++
/*
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TIMINGS.hpp - timing specifications for a frame quantised data stream
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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 timings.hpp
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** How to define a timing specification or constraint.
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** A timing spec is used to anchor a data stream with relation to a time axis or frame grid.
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** There are two kinds of timing specs:
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** - nominal timing specifications relate to the nominal time values
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** of the frames in a data stream, i.e. the "should be" time values.
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** These might be values derived from a timecode or just values in
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** in relation to the timeline axis, but without any connection to
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** the real wall clock time
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** - actual timing specifications are always connected or related to
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** an external time source, typically just wall clock time. For example,
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** actual timing specs dictate the constraints for real time frame
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** delivery to an external output connection.
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**
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** @todo WIP-WIP-WIP 3/2026 although this class is around for many years now,
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** its actual meaning is still not well defined; sometimes it appears as a specification,
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** while at places it also plays the role of a constraint.
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** @see dispatcher.hpp
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** @see output-slot.hpp
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*/
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#ifndef VAULT_OUT_TIMINGS_H
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#define VAULT_OUT_TIMINGS_H
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#include "lib/error.hpp"
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//#include "lib/handle.hpp"
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#include "lib/time/timevalue.hpp"
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//#include "steam/engine/buffer-provider.hpp"
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//#include "lib/iter-source.hpp"
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//#include "lib/sync.hpp"
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//#include <string>
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//#include <vector>
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#include <boost/rational.hpp>
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#include <memory>
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namespace lib {
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namespace time{
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class Quantiser;
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typedef std::shared_ptr<const Quantiser> PQuant;
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}}
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namespace vault {
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namespace out {
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using lib::time::FrameCnt;
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using lib::time::FrameRate;
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using lib::time::TimeValue;
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using lib::time::Duration;
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using lib::time::Offset;
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using lib::time::Time;
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//using std::string;
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//using std::vector;
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//using std::shared_ptr;
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enum PlaybackUrgency {
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ASAP,
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NICE,
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TIMEBOUND
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};
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/*************************************************************************//**
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* Generic frame timing specification. Defines the expected delivery interval,
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* optionally also the expected quality-of-service (urgency).
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*
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* @note copyable value class
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*
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* @todo write type comment
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* /////////////////////////////////////////////////////////////////TODO: WIP seems to become some kind of abstracted Grid representation!
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*/
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class Timings
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{
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lib::time::PQuant grid_;
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public:
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PlaybackUrgency playbackUrgency;
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boost::rational<FrameCnt> playbackSpeed; /////////////TICKET #902 we need a more generic representation for variable speed playback
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Time scheduledDelivery; ///< a wall clock time corresponding to the Grid's origin. Can be Time::Never (=not time bound)
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Duration outputLatency; ///////////////TICKET #802 this information is necessary, but it is not clear who maintains and updates the latency
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Duration engineLatency; ///< reasonable guess at the scheduling and dispatch-delay of the render engine
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explicit
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Timings (FrameRate fps);
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Timings (FrameRate fps, Time realTimeAnchor);
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// default copy acceptable
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/** marker for halted output */
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static Timings DISABLED;
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Time getOrigin() const;
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Time getFrameStartAt (FrameCnt frameNr) const;
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Duration getFrameDurationAt (TimeValue refPoint) const;
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Duration getFrameDurationAt (FrameCnt refFrameNr) const;
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/** the next grid point at or after the given reference time */
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FrameCnt getBreakPointAfter (TimeValue refPoint) const;
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/** the frame spacing and duration remains constant for some time...
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* @param startPoint looking from that time point into future
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* @return duration after this starting point, where it's safe
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* to assume unaltered frame dimensions */
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Duration constantFrameTimingsInterval (TimeValue startPoint) const;
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/** calculate the given frame's distance from origin,
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* but do so using the real time scale, including any
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* playback speed factor and similar corrections.
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* @param frameOffset frame number relative to the implicit grid
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* @return real time value relative to the implicit grid's zero point
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* @note since the Timings don't contain any information relating the
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* nominal time scale to wall clock time, this result is just
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* a relative offset, but expressed in real time scale values
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* @see steam::engine::TimeAnchor for an absolutely anchored conversion
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*/
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Offset getRealOffset (FrameCnt frameOffset) const;
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/** real time deadline for the given frame, without any latency.
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* This value is provided in case of scheduled time of delivery,
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* which is signalled by `playbackUrgency == TIMEBOUND`
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* @return wall clock time to expect delivery of data
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* corresponding to a frame specified relative
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* to [time axis origin](\ref #getOrigin)
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* @note for other playback urgencies `Time::NEVER` is returned
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*
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* @warning not clear as of 1/13 if it is even possible to have such a function
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* on the Timings record.
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*/
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Time getTimeDue(FrameCnt frameOffset) const;
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/** the minimum time span to be covered by frame calculation jobs
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* planned in one sway. The ongoing planning of additional jobs
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* proceeds in chunks of jobs added at once to the schedule.
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* This setting defines the minimum time to plan ahead; after
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* covering at least this time span with new jobs, the
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* frame dispatcher concludes "enough for now" and emits
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* a continuation job for the next planning chunk.
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*/
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Duration getPlanningChunkDuration() const;
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/** establish the time point to anchor the next planning chunk,
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* in accordance with #getPlanningChunkDuration
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* @param anchorFrame frame number where the current planning chunk started
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* @return number of the first frame, which is located strictly more than
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* the planning chunk duration into the future
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* @remarks this value is used by the frame dispatcher to create a
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* follow-up planning job */
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FrameCnt establishNextPlanningChunkStart(FrameCnt anchorFrame) const;
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bool isOriginalSpeed() const;
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bool isTimebound() const;
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/** Consistency self-check */
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bool isValid() const;
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//////////////TODO further accessor functions here
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Timings constrainedBy (Timings additionalConditions);
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};
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inline bool
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Timings::isOriginalSpeed() const
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{
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return 1 == playbackSpeed;
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}
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inline bool
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Timings::isTimebound() const
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{
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return out::TIMEBOUND == playbackUrgency;
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}
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}} // namespace vault::out
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#endif /*VAULT_OUT_TIMINGS_H*/
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