DONE: time anchor and latency handling for job planning
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e40f3fe97f
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a4411d00b1
9 changed files with 144 additions and 47 deletions
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@ -29,6 +29,7 @@
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using boost::rational;
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using lib::time::FrameRate;
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using lib::time::FSecs;
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namespace backend{
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@ -39,8 +40,8 @@ namespace engine {
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const rational<uint> ONE_THIRD(1,3);
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const rational<uint> EIGHTY_PERCENT(8,10);
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const Duration DEFAULT_ENGINE_LATENCY = EIGHTY_PERCENT * Duration(1, FrameRate::PAL);
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const Duration DEFAULT_ENGINE_LATENCY = EIGHTY_PERCENT * Duration(1, FrameRate::PAL);
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const Duration DEFAULT_JOB_PLANNING_TURNOVER(FSecs(3,2));
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}//(End)hard wired settings
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@ -70,6 +71,11 @@ namespace engine {
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}
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Duration
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EngineConfig::currentJobPlanningRhythm() const
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{
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return DEFAULT_JOB_PLANNING_TURNOVER;
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}
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}} // namespace backend::engine
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@ -85,6 +85,14 @@ namespace engine {
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*/
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Duration currentEngineLatency() const;
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/** Time interval for ahead planning of render jobs.
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* Frame calculation is broken down into individual jobs, and these
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* jobs are prepared and scheduled chunk wise, while they are invoked
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* as late as possible. This setting defines the time span to prepare
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* and cover in a single planning chunk.
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*/
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Duration currentJobPlanningRhythm() const;
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};
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}} // namespace backend::engine
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@ -290,7 +290,7 @@ namespace lib {
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IterStateWrapper (ST const& initialState)
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: core_(initialState)
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{
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checkPoint (core_);
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checkPoint (core_); // extension point: checkPoint
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}
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IterStateWrapper ()
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@ -712,8 +712,20 @@ namespace lib {
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/**
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* IterExplorer "state core" for progressively expanding
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* an initial result set. This is a partially reduced and hard-coded
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* variation on the #RecursiveExhaustingEvaluation in depth-first configuration.
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* an initial result set. This initial set can be conceived to hold the seed
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* or starting points of evaluation. Elements are consumed by an iterator, at
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* the front. Each element is fed to the "explorer function". This exploration
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* returns an expanded result sequence, which is immediately integrated into the
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* overall result sequence, followed by further exploration of the then-to-be first
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* element of the result sequence. All this exploration is driven on-demand, by
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* consuming the result sequence. Exploration will proceed until exhaustion,
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* in which case the exploration function will yield an empty result set.
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*
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* This strategy is intended for use with the IterExplorer -- most prominently
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* in use for discovering render prerequisites and creating new render jobs for
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* the engine. The RecursiveSelfIntegration strategy is a partially reduced
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* and hard-coded variation on the #RecursiveExhaustingEvaluation in depth-first
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* configuration.
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* This setup works in conjunction with a <i>special result sequence</i> type,
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* with the ability to re-integrate results yielded by partial evaluation.
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* But the working pattern is more similar to the #CombinedIteratorEvaluation,
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@ -728,7 +740,7 @@ namespace lib {
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* hold the result set(s). This custom type together with the Explorer function
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* are performing the actual expansion and re-integration steps. The latter is
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* accessed through the free function \c build(sequence) -- which is expected
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* to yield a "builder trait" for manipulating the element set yielded by
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* to return a "builder trait" for manipulating the element set yielded by
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* the custom iterator type returned by the Explorer function.
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*
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* @param SRC the initial result set sequence; this iterator needs to yield
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@ -25,7 +25,6 @@
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#define PROC_ENGINE_DISPATCHER_H
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#include "proc/common.hpp"
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//#include "proc/state.hpp"
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#include "proc/mobject/model-port.hpp"
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#include "proc/engine/time-anchor.hpp"
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#include "proc/engine/frame-coord.hpp"
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@ -45,8 +44,7 @@ namespace engine {
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using lib::time::TimeSpan;
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using lib::time::FSecs;
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using lib::time::Time;
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//
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// class ExitNode;
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/**
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* Internal abstraction: a service within the engine
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@ -30,8 +30,6 @@
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#include "proc/play/timings.hpp"
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#include "proc/engine/frame-coord.hpp"
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#include <boost/rational.hpp>
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namespace proc {
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@ -39,6 +37,7 @@ namespace engine {
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using backend::RealClock;
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using lib::time::Offset;
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using lib::time::Duration;
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using lib::time::TimeVar;
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using lib::time::Time;
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@ -49,9 +48,13 @@ namespace engine {
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* chunks of evaluation. Each of these continued partial evaluations establishes a distinct
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* anchor or breaking point in time: everything before this point can be considered settled
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* and planned thus far. Effectively, this time point acts as a <i>evaluation closure</i>,
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* to be picked up on the next partial evaluation. More specifically, the TimeAnchor closure
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* is the definitive binding between the abstract logical time of the session timeline, and
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* the real wall-clock time forming the deadline for rendering.
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* to be picked up for the next partial evaluation. Each time anchor defines a span of the
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* timeline, which will be covered with the next round of job planning; the successive next
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* TimeAnchor will be located at the first frame \em after this time span, resulting in
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* seamless coverage of the whole timeline. Whenever a TimeAnchor is created, a relation
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* between nominal time, current engine latency and wall clock time is established, This way,
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* the TimeAnchor closure is the definitive binding between the abstract logical time of the
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* session timeline, and the real wall-clock time forming the deadline for rendering.
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*
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* \par internals
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* The time anchor associates a nominal time, defined on the implicit time grid
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@ -63,10 +66,20 @@ namespace engine {
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* does refer to a grid defined somewhere within the session)
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* - the actual #anchorPoint_ is defined as frame number relative to this grid
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* - this anchor point is scheduled to happen at a #relatedRealTime_, based on
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* system's real time clock scale (typically milliseconds since 1970)
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* system's real time clock scale (typically milliseconds since 1970).
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* This schedule contains a compensation for engine and output latency.
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*
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* @todo 1/12 WIP-WIP-WIP just emerging as a concept
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* /////////////////////////////////////////////////////////////////TODO: WIP needs to act as proxy for the grid, using the Timings
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* @remarks please note that time anchors are set per CalcStream.
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* Since different streams might use different frame grids, the rhythm
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* of these planning operations is likely to be specific for a given stream.
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* The relation to real time is established anew at each time anchor, so any
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* adjustments to the engine latency will be reflected in the planned job's
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* deadlines. Actually, the embedded Timings record is responsible for these
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* timing calculation and for fetching the current EngineConfig.
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*
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* @see Dispatcher
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* @see DispatcherInterface_test
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* @see Timings
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*/
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class TimeAnchor
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{
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@ -75,55 +88,65 @@ namespace engine {
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Time relatedRealTime_;
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Time
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expectedTimeofArival (play::Timings const& timings, int64_t startFrame, Offset engineLatency)
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expectedTimeofArival (play::Timings const& timings, int64_t startFrame, Offset startDelay)
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{
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Duration totalLatency = startDelay
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+ timings.currentEngineLatency()
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+ timings.outputLatency;
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TimeVar deadline;
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switch (timings.playbackUrgency)
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{
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case play::ASAP:
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case play::NICE:
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deadline = RealClock::now() + engineLatency;
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deadline = RealClock::now() + totalLatency;
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break;
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case play::TIMEBOUND:
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deadline = timings.getTimeDue(startFrame) - engineLatency;
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deadline = timings.getTimeDue(startFrame) - totalLatency;
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break;
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}
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return deadline - timings.outputLatency;
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return deadline;
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}
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TimeAnchor (play::Timings timings, Offset engineLatency, int64_t startFrame)
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TimeAnchor (play::Timings timings, int64_t startFrame, Offset startDelay =Offset::ZERO)
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: timings_(timings)
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, anchorPoint_(startFrame)
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, relatedRealTime_(expectedTimeofArival(timings,startFrame,engineLatency))
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, relatedRealTime_(expectedTimeofArival(timings,startFrame,startDelay))
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{ }
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public:
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// using default copy operations
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/** create a TimeAnchor for playback/rendering start
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* at the given startFrame. Since no information is given
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/** create a TimeAnchor for playback/rendering start at the given startFrame.
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* For latency calculations, the EngineConfig will be queried behind the scenes.
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* regarding the reaction latency required to get the engine
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* to deliver at a given time, this "engine latency" is guessed
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* to be 1/3 of the frame duration.
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* @note using this function in case of "background" rendering
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* doesn't make much sense; you should indeed retrieve the
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* start delay from internals of the engine in this case.
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* @note this builder function adds an additional, hard wired start margin
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* of one frame duration, to compensate for first time effects.
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*/
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static TimeAnchor
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build (play::Timings timings, int64_t startFrame)
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{
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const boost::rational<uint> DEFAULT_LATENCY_FACTOR (1,3);
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Offset startDelay(timings.outputLatency
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+ timings.getFrameDurationAt(startFrame) * DEFAULT_LATENCY_FACTOR
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);
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return TimeAnchor (timings,startDelay,startFrame);
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Offset startDelay(timings.getFrameDurationAt(startFrame));
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return TimeAnchor (timings,startFrame,startDelay);
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}
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//////////////////////////////////////////////////////////////////////////////////////////TODO: second builder function, relying on Engine timings
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/** create a follow-up TimeAnchor.
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* After planning a chunk of jobs, the dispatcher uses
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* this function to set up a new breaking point (TimeAnchor)
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* and places a continuation job to resume the planning activity.
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* @return new TimeAchor which precisely satisfies the <i>planning
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* chunk duration</i>: it will be anchored at the following
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* grid point, resulting in seamless coverage of the timeline
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*/
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TimeAnchor
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buildNextAnchor() const
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{
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int64_t nextStart = timings_.establishNextPlanningChunkStart (this->anchorPoint_);
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return TimeAnchor(this->timings_, nextStart);
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}
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/** @internal for debugging and diagnostics:
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@ -132,7 +155,7 @@ namespace engine {
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* playback or render process). */
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operator lib::time::TimeValue() const
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{
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UNIMPLEMENTED ("representation of the Time Anchor closure");
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return timings_.getFrameStartAt (anchorPoint_);
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}
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@ -22,6 +22,7 @@
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#include "proc/play/timings.hpp"
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#include "backend/engine/engine-config.h"
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#include "lib/time/formats.hpp"
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#include "lib/time/timequant.hpp"
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@ -30,9 +31,11 @@
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namespace proc {
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namespace play {
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using backend::engine::EngineConfig;
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using lib::time::PQuant;
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using lib::time::Time;
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using lib::time::TimeVar;
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namespace { // hidden local details of the service implementation....
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@ -42,10 +45,10 @@ namespace play {
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return PQuant (new lib::time::FixedFrameQuantiser (fps));
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} //////TODO maybe caching these quantisers? they are immutable and threadsafe
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} // (End) hidden service impl details
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/** Create a default initialised Timing constraint record.
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* Using the standard optimistic settings for most values,
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* no latency, no special requirements. The frame grid is
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@ -66,7 +69,7 @@ namespace play {
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ENSURE (grid_);
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}
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//////////////////////////////////////////////////////////////////TODO ctors for use in the real player/engine
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//////////////////////////////////////////////////////////////////TODO ctors for use in the real player/engine?
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@ -77,6 +80,13 @@ namespace play {
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}
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TimeValue
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Timings::getFrameStartAt (int64_t frameNr) const
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{
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return grid_->timeOf(frameNr);
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}
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Offset
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Timings::getFrameOffsetAt (TimeValue refPoint) const
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{
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@ -107,7 +117,7 @@ namespace play {
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* @todo implement real support for variable frame rates
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*/ ////////////////////////////////////////////////////////TICKET #236
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Duration
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Timings::constantFrameTimingsInterval (TimeValue startPoint) const
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Timings::constantFrameTimingsInterval (TimeValue) const
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{
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return Duration (Time::ANYTIME);
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}
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@ -140,10 +150,35 @@ namespace play {
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Duration
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Timings::getPlanningChunkDuration() const
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{
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UNIMPLEMENTED ("how to control the engine evaluation chunk size");
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return EngineConfig::get().currentJobPlanningRhythm();
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}
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int64_t
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Timings::establishNextPlanningChunkStart(int64_t currentAnchorFrame) const
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{
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TimeVar breakingPoint = grid_->timeOf(currentAnchorFrame);
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breakingPoint += getPlanningChunkDuration();
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int64_t nextFrame = grid_->gridPoint (breakingPoint);
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ASSERT (breakingPoint <= grid_->timeOf(nextFrame));
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ASSERT (breakingPoint > grid_->timeOf(nextFrame-1));
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if (grid_->timeOf(nextFrame) == breakingPoint)
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return nextFrame;
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else
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return nextFrame+1;
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}
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Duration
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Timings::currentEngineLatency() const
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{
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return EngineConfig::get().currentEngineLatency();
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}
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Timings
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Timings::constrainedBy (Timings additionalConditions)
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{
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@ -110,9 +110,10 @@ namespace play {
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TimeValue getOrigin() const;
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Offset getFrameOffsetAt (TimeValue refPoint) const;
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Duration getFrameDurationAt (TimeValue refPoint) const;
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Duration getFrameDurationAt (int64_t refFrameNr) const;
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TimeValue getFrameStartAt (int64_t frameNr) const;
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Offset getFrameOffsetAt (TimeValue refPoint) const;
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Duration getFrameDurationAt (TimeValue refPoint) const;
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Duration getFrameDurationAt (int64_t refFrameNr) 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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*/
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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 currentAnchorFrame frame number where the current planning 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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int64_t establishNextPlanningChunkStart(int64_t currentAnchorFrame) const;
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/** reasonable guess of the current engine working delay.
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* Frame calculation deadlines will be readjusted by that value,
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* to be able to deliver in time with sufficient probability. */
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Duration currentEngineLatency() const;
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bool isOriginalSpeed() const;
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@ -276,7 +276,7 @@ namespace test {
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{
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Timings timings (FrameRate::PAL);
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uint startFrame(10);
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uint nrJobs = timings.getPlanningChunkSize();
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uint nrJobs = 0; /////////////TODO timings.getPlanningChunkSize();
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Duration frameDuration (1, FrameRate::PAL);
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CHECK (Time(nextRefPoint) == Time::ZERO + (startFrame + nrJobs) * frameDuration);
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