continue development where we left before the release effort

This commit is contained in:
Fischlurch 2013-11-16 20:23:02 +01:00
parent 62ae422fcc
commit 608ae3efd8
3 changed files with 13 additions and 12 deletions

View file

@ -58,13 +58,14 @@ namespace engine {
* *
* \par usage considerations * \par usage considerations
* the asynchronous and ongoing nature of the render process mandates to avoid a central * the asynchronous and ongoing nature of the render process mandates to avoid a central
* instance for operating this planning process. Instead, each chunk of planned jobs * instance for operating this planning process. Instead, together with each chunk of
* contains a continuation job, which -- on activation -- will pick up the planning * planned jobs we generate a continuation job, which -- on activation -- will pick up
* of the next chunk. The Dispatcher interface was shaped to support this process, * the planning of the next chunk. The Dispatcher interface was shaped especially to
* with a local JobBuilder to be used within the continuation job, and a TimeAnchor * support this process, with a local JobBuilder for use within the continuation job,
* to represent the continuation point. All the complexities of planning jobs are * and a TimeAnchor to represent the continuation point. All the complexities of
* hidden within the JobPlanningSequence, which, for the purpose of dispatching * actually planning the jobs are hidden within the JobPlanningSequence,
* a series of jobs just looks like a sequence of job descriptors * which, for the purpose of dispatching a series of jobs just looks
* like a sequence of job descriptors
* *
* @todo 10/12 still WIP, but conceptually settled by now * @todo 10/12 still WIP, but conceptually settled by now
*/ */
@ -99,7 +100,7 @@ namespace engine {
virtual FrameCoord locateRelative (FrameCoord, uint frameCountOffset) =0; virtual FrameCoord locateRelative (FrameCoord, uint frameCountOffset) =0;
virtual FrameCoord locateRelative (TimeAnchor, uint frameCountOffset) =0; //////////TODO is this really an interface operation, or just a convenience shortcut? virtual FrameCoord locateRelative (TimeAnchor, uint frameCountOffset) =0; //////////TODO is this really an interface operation, or just a convenience shortcut?
virtual bool seamlessNextFrame (int64_t, ModelPort port) =0; virtual bool isEndOfChunk (int64_t, ModelPort port) =0;
////////TODO: API-1 = just get next frame, without limitations .... CHECK ////////TODO: API-1 = just get next frame, without limitations .... CHECK
////////TODO: API-2 = query limitation of planning chunk .... CHECK ////////TODO: API-2 = query limitation of planning chunk .... CHECK

View file

@ -302,13 +302,13 @@ namespace engine {
bool canContinue (FrameCoord const& location) bool canContinue (FrameCoord const& location)
{ {
return seamlessNextFrame (location.absoluteFrameNumber, return !isEndOfChunk (location.absoluteFrameNumber,
location.modelPort); location.modelPort);
} }
protected: protected:
virtual JobTicket& accessJobTicket (ModelPort, TimeValue nominalTime) =0; virtual JobTicket& accessJobTicket (ModelPort, TimeValue nominalTime) =0;
virtual bool seamlessNextFrame (int64_t, ModelPort port) =0; virtual bool isEndOfChunk (int64_t, ModelPort port) =0;
}; };

View file

@ -96,7 +96,7 @@ namespace test {
} }
bool bool
seamlessNextFrame (int64_t, ModelPort port) isEndOfChunk (int64_t, ModelPort port)
{ {
UNIMPLEMENTED ("determine when to finish a planning chunk"); UNIMPLEMENTED ("determine when to finish a planning chunk");
} }