Commit graph

98 commits

Author SHA1 Message Date
71ea10bf21 Dispatcher-Pipeline: implement the frame-tick core
splitting into a sequence of builder types seems to have done the trick
2023-06-03 18:38:37 +02:00
81ee9a2e67 Dispatcher-Pipeline: builder type rebinding problems
...hard to tackle...
The idea is to wrap the TreeExplorer builder, so that our specific
builder functions can delegated to the (inherited) generic builder functions
and would just need to supply some cleverly bound lambdas. However,
resulting types are recursive, which does not play nice with type inference,
and working around that problem leads to capturing a self reference,
which at time of invocation is already invalidated (due to moving the
whole pipeline into the final storage)
2023-06-03 03:44:22 +02:00
94fe4a4bec Dispatcher-Pipeline: draft builder-API
...which leads to the next daunting problems:
- we need some mocked ModelPort and DataSink placeholders
- we need a way how to inherit from a partial TreeExplorer pipeline
2023-06-02 05:32:15 +02:00
dda37365cc Dispatcher-Pipeline: direct implementation of frame-tick
start with demonstration of base technique in test setup
2023-06-01 18:09:26 +02:00
fbfbd2a078 Dispatcher+Scheduler: decision to dispose of the TimeAnchor
several years ago, it seemed like a good idea to incorporate
the link between nominal time and wall-clock time into a dedicated
anchor point, which also regulates the continued frame planning.

But it turned out that such a design mixes up several concepts
and introduces confusion regarding the meaning of "real time"
- latency can not be reasonably defined for a whole planning chunk
- skipping or sliding due to missed deadlines can not reasonably handled
  within such an abstract entity; it must be handled rather at the
  level of a playback process
- linking the frame grid generation directly to a planning chunk
  undercuts the possible abstraction of a planning pipeline
2023-05-31 03:27:13 +02:00
87f40c8169 Dispatcher+Scheduler: Requirement analysis and planning work 2023-05-29 04:43:10 +02:00
b4c0ffab25 Job-Planning: Analysis for the next step
...which is build a »Job planning pipeline« step by step
in a test setup, and then factor that out as RenderDrive,
to supersede the existing CalcPlanContinuation and get
rid of the Monads this way...

Challenges
- there is a inconsistency with channel usage
- need to establish a way how to transport the output-Sink into the JobFunctor
- need a way to propagate the current frame number to the next planning chunk
2023-05-26 04:20:12 +02:00
e33689e5d6 Job-Planning: verify and complete the build-up of mock structures (see #1294)
The prototypical setup of data structures and test support components
is largely complete by now — with the exception of the `MockDispatcher`,
which will be completed while moving to the next steps pertaining the
setup of a frame dispatch pipeline.

 * the existing `DummyJob` was augmented to allow verification of
   association between Job and `JobTicket`
 * the existing implementation of `JobTicket` was verified and augmented
   to allow coverage of the whole usage cycle
 * a `MockJobTicket` was implemented on top, which can be generated
   from a symbolical test specification (rather than from the real
   Fixture data structure)
 * a complete `MockSegmentation` was developed, allowing to establish
   all the aforementioned data structures without an actual backing
   Render Engine. Moreover, `MockSegmentation` can be generated
   from the aforementioned symbolic test specification.
 * as part of this work, an algorithm to split an existing Segmentation
   and to splice in new segments was developed and verified
2023-05-24 03:38:12 +02:00
4f37b0412c Job-Planning: finally complete the MockSegmentation tests
Last testcase: add deeply nested Prerequisites.
Turns out that the allocator must be able to handle
re-entrant allocations, which std::deque can not fulfil.
Thus using std::list here for the Mock implementation.

In the end, the real allocations will be done by our custom
allocator (AllocationCluster), which can be arranged easily
to support re-entrant allocation calls (since the whole point
is to just place those objects into a pre-allocated large block
and only de-allocate them later in one sway. Thus the allocator
does not need to wait for the object constructor to finish, which
trivially allows for re-entrant calls)
2023-05-23 06:40:18 +02:00
94cec423d0 Job-Planning: switch to processing references
...which uncovers further deeply nested problems,
especially when referring to non-copyable types.

Thus need to construct a common type that can be used
both to refer to the source elements and the expanded elements,
and use this common type as result type and also attempt to
produce better diagnostic messages on type mismatch....
2023-05-23 01:08:05 +02:00
bf6951afcf Job-Planning: verify pipeline can now be constructed (after bugfix)
verify by in-depth investigation that all nested typedefs are now properly constructed
2023-05-23 01:07:53 +02:00
67468f15d5 Job-Planning: Attempt to build a prerequisite-Pipeline failed -- investigate why
To complete the mock setup, the next step would be to extend the GenNode-based spec langage
to allow defining prerequisite Mock-JobTickets. Setting this up seems rather straight forward --

however, defining a simple testcase to cover this extension runs into surprisingly tricky problems..
- for one, the singleValIterator from Itertools has serious difficulties handling references
- but even more surprising, it seems impossible to make the "prerequisites iterator"
  fit into the Tree-Explorer framework (which I intend to use as replacement
  for the monadic approach)

after some extended analysis of generic types and template instances,
it seems that not TreeExplorer as such is the primary problem, but rather
there is a conceptual mismatch somewhere deep down in Itertools or Iter-Adapter
2023-05-23 01:07:07 +02:00
27a8e91fa2 Job-Ticket: consider how to deal with channels and prerequisites
By reasoning and analysis I conclude that the differentiation into
multiple channels is likely misplaced in JobTicket; it belongs ratther
into the Segment and should provide a suitable JobTicket for each ModelPort

Handling of prerequisites also needs to be reshaped entirely after
switching to a pipeline builder for the Job-planning pipeline; as
preliminary access point, just add an iterator over the immediate
prerequisites, thereby shifting the exploration mechanism entirely
out of the JobTicket implementation
2023-05-11 22:47:56 +02:00
db87de3c92 Segmentation: complete implementation of mock / test stub setup
We are now able to build and refine a segmentation
and to get distinct MockJobs from these segments
and to verify invocation of a specific job
2023-05-10 15:00:10 +02:00
a940cd25bc Library: extract helper for unloading a sequence into a tuple 2023-05-10 14:49:51 +02:00
566f73de2a Segmentation: verify standard cases..
Testcase: A simple Sementation with a single and bounded Segment


As aside, figured out how to unpack an iterator such as to
tie a fixed number of references through a structural binding:

auto const& [s1,s2,s3] = seqTuple<3> (mockSegs.eachSeg());
2023-05-10 03:59:46 +02:00
e5cdb86ac3 Segmentation: integrate SplitSplice and build mock-segmentation
...now able to build a mock segmentation which issues dummy jobs,
and is wired such as to verify the right job is invoked for each segment.

And this allows to build and verify the Dispatcher,
without being able to invoke actual render jobs yet.
2023-05-05 03:46:42 +02:00
b582c35c9f Segmentation: structure analysis for splitSplice operation
There are 12 distinct cases regarding the orientation of two intervals;
The Segmentation::splitSplice() operation shall insert a new Segment
and adjust / truncate / expand / split / delete existing segments
such as to retain the *Invariant* (seamless segmentation covering
the complete time axis)
2023-05-02 04:29:34 +02:00
a807705185 Segmentation: draft simple mock-based setup for tests
- how to pass-in a specification given as GenNode
- now this might be translated into a MockJobTicket allocated in the MockSegmentation

Unimplemented: actually build the Segment with suitable start/end time
2023-05-01 17:02:11 +02:00
56405b2e2d Job-Planning: simulate backing by specific JobTicket
right now we're lacking a complete working implementation of render node invocation,
and thus the Dispatcher implementation can only be verified with the help
of mocked jobs. However, at least a preliminary implementation of tagging the
invocation instance is available, and thus we're able to verify that
a given job instance indeed belongs to and is "backed" by a specific JobTicket.

This is prerequisite for building up a (likewise mocked) Fixture datastructure,
and this in turn was meant to form the basis for attacking an actual Scheduler
implementation, followed by a real render node invocation.
2023-05-01 14:07:21 +02:00
f6fbc15e5f Job-Planning: provide stub implementation for NOP job (see #1296)
- can now create a Job from JobTicket::NIL
- on invocation this Job will to nothing

Only when the first real output backend is implemented,
we can decide if this simplistic implementation is enough,
or if an empty output must be explicitly generated...
2023-05-01 01:48:36 +02:00
8aa0c258ba Job-Planning: investigate invocation of jobs
...using the MockJobTicket setup as point of reference,
since the actual invocation of render nodes will only be drafted
later in this "Vertical Slice" integration effort...
2023-04-30 02:18:56 +02:00
685b5beba6 Segmentation: simple implementation of time-based access
- introduce a JobTicket::NOP (null-object pattern)
- assuming that the function splitSplice() will retain complete coverage allways

Remark:
`Fixture::getPlaylistForRender()` is a leftover from the very early implementation drafts.
This function was more or less based on the way Cinelerra works; it is clear by now
that Lumiera can not possibly work this way, given that we'll build a low-level model
and dispatch precompiled render jobs....
2023-04-27 22:30:49 +02:00
d73b316ead Segmentation: consider preliminary data structure
...and consider how that can be extended later into the full
structure, which has to support a transactional switch
2023-04-27 19:38:37 +02:00
d58174db4d Segmentation: reorganise namespaces
The Fixture and the low-level model backbone deserve a distinct namespace on their own.
Since it's built by the Builder from the Session contents, and also used by the frame dispatch,
we can expect dependence on some types from Steam-Layer, and thus this namespace
needs to reside in Steam-Layer rather, while the actual low-level Model
might become part of Vault-Layer, creating a hierarchy of data structures.

(Remark: likely also the session related namespaces will need a reorganisation)
2023-04-25 18:27:16 +02:00
90593776f6 Segmentation: a plan to bootstrap into the required structure
The idea is to escape a "design deadlock" by using a test-driven prototype
implementation of the data structure to back a further development
of the Dispatcher and Scheduler implementation, which then can be used
to gradually elaborate and switch over to an actual implementation
data structure
2023-04-25 13:40:20 +02:00
b93a9a7985 Job-Planning: elaborate mock setup for render job 2023-04-21 05:29:10 +02:00
305eb825af Job-Planning: first testcase - empty JobTicket
...requires a first attempt towards defining a `JobTiket`.
This turns out quite tricky, due to using those `LinkedElements`
(intrusive single linked list), which requires all added records
actually to live elsewhere. Since we want to use a custom allocator
later (the `AllocationCluster`), this boils down to allocating those
records only when about to construct the `JobTicket` itself.

What makes matters even worse: at the moment we use a separate spec
per Media channel (maybe these specs can be collapsed later non).
And thus we need to pass a collection -- or better an iterator
with raw specs, which in turn must reveal yet another nested
sequence for the prerequisite `JobTickets`.

Anyhow, now we're able at least to create an empty `JobTicket`,
backed by a dummy `JobFunctor`....
2023-04-20 23:55:02 +02:00
856d8a3b51 Library: allow to reverse intrusive single linked list
Looks like we'll actually retain and use this low-level solution
in cases where we just can not afford heap allocations but need
to keep polymorphic objects close to one another in memory.

Since single linked lists are filled by prepending, it is rather
common to need the reversed order of elements for traversal,
which can be achieved in linear time.

And while we're here, we can modernise the templated emplacement functions
2023-04-20 18:53:17 +02:00
d341f003ca Job-Planning: attempt to stake claims
desperately trying to move forward and define a minimal first test case...
2023-04-18 20:02:36 +02:00
1dd1ec0e79 Job-Planning: decision how to rework bottom-up and test driven
- build the reworked Job-planning pipeline more or less from scratch
- back that with mocked `Dispatcher` and `JobTicket`
- then transfer this into a `RenderDrive`, which can be tested as well
- could continue then to a `CalcStream` integration test....
2023-04-17 17:10:53 +02:00
bcd2b3d632 PlaybackVerticalSlice: design analysis for Frame Dispatcher and Scheduler
- decision: the Monad-style iteration framework will be abandoned
- the job-planning will be recast in terms of the iter-tree-explorer
- job-planning and frame dispatch will be disentangled
- the Scheduler will deliberately offer a high-level interface
- on this high-level, Scheduler will support dependency management
- the low-level implementation of the Scheduler will be based on Activity verbs
2023-04-14 04:43:39 +02:00
13adc56f34 Library: rectify confusingly named function on the Grid API
The APIs for time quantisation were drafted in an early stage of the project
and then never followed-up. Especially Grid::gridAlign has no
real-world usage yet, and is only massaged in some tests.

When looking at QuantiserBasics_test, I was puzzled and led astray,
since this function suggests to materialise a continuous time into
a quantised time -- which it doesn't (there is another dedicated
function Quantiser::materialise() to that end); so, without engaging
into the discussion if this function is of any use, I'll hereby
choose a name better reflecting what it does.
2022-12-05 01:05:23 +01:00
b2b5cf0f6d MERGE: upgrade to Debian/Buster and to C++17 2020-02-22 02:16:25 +01:00
8c12e88fd3 C++17: fix detector for STL container iterability
the reason for the failure, as it turned out,
is that 'noexcept' is part of the function signature since C++17

And, since typically a STL container has const and non-const variants
of the begin() and end() function, the match to a member function pointer
became ambuguous, when probing with a signature without 'noexcept'

However, we deliberately want to support "any STL container like" types,
and this IMHO should include types with a possibly throwing iterator.
The rationale is, sometimes we want to expose some element *generator*
behind a container-like interface.

At this point I did an investigation if we can emulate something
in the way of a Concept -- i.e. rather than checking for the presence
of some functions on the interface, better try to cover the necessary
behaviour, like in a type class.

Unfortunately, while doable, this turns out to become quite technical;
and this highlights why the C++20 concepts are such an important addition
to the language.

So for the time being, we'll amend the existing solution
and look ahead to C++20
2020-02-21 18:57:49 +01:00
577592c66e C++17: isolate problematic code segments (see Ticket #1138)
as it turns out, "almost" the whole codebase compiles in C++17 mode.

with the exception of two metaprogramming-related problems:

 - our "duck detector" for STL containers does not trigger anymore
 - the Metafunction to dissect Function sigantures (meta::_Fun) flounders
2020-02-18 04:16:03 +01:00
38837da65e Timehandling: choose safer representation for fractional seconds (closes #939)
When drafting the time handling framework some years ago,
I foresaw the possible danger of mixing up numbers relating
to fractional seconds, with other plain numbers intended as
frame counts or as micro ticks. Thus I deliberately picked
an incompatible integer type for FSecs = boost::rational<long>

However, using long is problematic in itself, since its actual
bit length is not fixed, and especially on 32bit platforms long
is quite surprisingly defined to be the same as int.

However, meanwhile, using the new C++ features, I have blocked
pretty much any possible implicit conversion path, requiring
explicit conversions in the relevant ctor invocations. So,
after weighting in the alternatives, FSecs is now defined
as boost::rational<int64_t>.
2020-02-17 03:13:36 +01:00
ec50407167 Timeline: start implementing some bits of the drawing code
Use a "catchy" style definition with lime background to make the drawing visible
2019-07-14 17:53:21 +02:00
ab90d9c71d Functions-Commands: discard the ability to compare functors for equivalence (closes #294)
evil hack R.I.P
2019-06-23 19:45:30 +02:00
d57770ca89 Commands: disable equivalence-test on command equality
This was prompted by a test failing under Boost-1.65 (--> see #294)
When reviewed now, the whole idea of testing Steam-Layer Commands for
equivalence feels a bit sketchy.

Just the comparison for the command ''identity'' alone seems sufficient,
i.e. the test if a command-ID is associated with the same backend-handle
and thus the same functor binding.
2019-06-23 17:35:21 +02:00
7b7ec310b3 Dispatcher: rename in accordance to the layer
so now we've got a "SteamDispatcher" ... cute ;-)
2018-12-10 00:12:52 +01:00
2ea89fcb54 Dispatcher: rework loop control logic
- we got occasional hangups when waiting for disabled state
- the builder was not triggered properly, sometimes redundant, sometimes without timeout

As it turned out, the loop control logic is more like a state machine,
and the state variables need to be separated from the external influenced variables.

As a consequence, the inChange_ variable was not calculated properly when disabled in a race,
and then the loop went into infinite wait state, without propagating this to
the externally waiting client, which caused the deadlock
2018-12-10 00:12:52 +01:00
d3d7ea35ad Global-Layer-Renaming: fix remaining textual usages and IDs in the code
- most notably the NOBUG logging flags have been renamed now
 - but for the configuration, I'll stick to "GUI" for now,
   since "Stage" would be bewildering for an occasional user
 - in a similar vein, most documentation continues to refer to the GUI
2018-12-10 00:09:56 +01:00
02c5809707 Global-Layer-Renaming: adjust namespace qualification 2018-11-15 23:59:23 +01:00
555ca0bff9 Global-Layer-Renaming: rename namespaces 2018-11-15 23:55:13 +01:00
72b15b8e45 Global-Layer-Renaming: transform header include guards
btw... we could change to #pragma once
2018-11-15 23:52:02 +01:00
2d5ebcd5fa Global-Layer-Renaming: adjust header includes 2018-11-15 23:42:43 +01:00
6261779531 Global-Layer-Renaming: rearrange directories
backend -> vault
proc -> steam
gui -> stage
2018-11-15 23:28:03 +01:00