Commit graph

161 commits

Author SHA1 Message Date
5db49afafd Library/Application: now able to switch supervisor-thread in OutputDirector
This, and the GUI thread prompted an further round of
design extensions and rework of the thread-wrapper.

Especially there is now support for self-managed threads,
which can be launched and operate completely detached from the
context used to start them. This resolves an occasional SEGFAULT
at shutdown. An alternative (admittedly much simpler) solution
would have been to create a fixed context in a static global
variable and to attach a regular thread wrapper from there,
managed through unique_ptr.

It seems obvious that the new solution is preferable,
since all the tricky technicalities are encapsulated now.
2023-10-12 02:10:50 +02:00
29b9126c26 Library: test coverage for lifecycle management
Add a complete demonstration for a setup akin to what we use
for the Session thread: a threaded component which manages itself
but also exposes an external interface, which is opened/closed alongside
2023-10-11 22:02:52 +02:00
5f9683ef10 Library: policy for self-managed thread
...after resolving the fundamental design problems,
a policy mix-in can be defined now for a thread that deletes
its own wrapper at the end of the thread-function.

Such a setup would allow for »fire-and-forget« threads, but with
wrapper and ensuring safe allocations. The prominent use case
for such a setup would be the GUI-Thread.
2023-10-10 02:55:23 +02:00
88b91d204c Library: identified further use-case variants to cover
...while reworking the application code, it became clear that
actually there are two further quite distinct variants of usage.
And while these could be implemented with some trickery based on
the Thread-wrapper defined thus far, it seems prudent better to
establish a safely confined explicit setup for these cases:

- a fire-and-forget-thread, which manages its own memory autonomously
- a thread with explicit lifecycle, with detectable not-running state
2023-10-05 23:35:52 +02:00
b00d435ab6 Library/Application: attempt to switch OutputDirector
...hitting a roadblock however:
The existing Threads in the Lumiera application were effectively "detached"
But the C++14 framework requires us to keep the Thread-object alive
2023-10-05 03:21:51 +02:00
cb15b43489 Library/Application: keep DummyPlayer compilable (see #1342)
code must still be kept around as point of reference for integrating the Player
2023-10-05 03:21:51 +02:00
d879ae7fbd Library: fix cause of the deadlock in Session-Thread
... which became apparent after switching to the new Thread-wrapper implementation
... the reason is a bug in the Thread-Monitor (which will also be reworked soon)
2023-10-01 20:29:11 +02:00
fdd8e2d595 Library: identify reason for deadlock
- the deadlock was caused by leaking error state through the C-style lumiera_error

- but the reason for the deadlock lies in the »convenience shortcut«
  in the Object-Monitor scope guard for entering a wait state immediately.
  This function undermines the unlocking-guarantee, when an exception
  emanates from within the wait() function itself.
2023-09-30 23:55:42 +02:00
48d6f0fae3 Library/Application: switch Steam-Dispatcher to new thread-framework
TODO: SessionCommandFunction_test deadlocks!!
2023-09-30 04:13:22 +02:00
ae89831275 Activity-Lang: wire Job invocation in the activity::Term builder 2023-08-29 04:19:19 +02:00
ab7f506f4b Activity-Lang: failure will certainly not be signalled to the Job
doing so would contradict the fundamental architecture,
all kinds of failures and timeouts need to be handled within
Scheduler-Layer-2 rather.

Jobs are never aborted, nor do they need to know if and when they are invoked
2023-08-15 17:18:30 +02:00
49f2e34e4c Library: extract type rebinding helper
...turns out this is entirely generic and not tied to the context
within ActivityDetector, where it was first introduced to build a
mock functor to log all invocations.

Basically this meta-function generates a new instantiation of the
template X, using the variadic argument pack from template U<ARGS...>
2023-08-01 14:52:20 +02:00
4f29d436b3 Activity-Lang: draft patterns of execution
essentially define a concept how to ''perform'' render activities in the Scheduler.
This entails to specify the operation patterns for the four known base cases
and to establish a setup for the implementation.
2023-07-28 02:21:59 +02:00
3169ba88ad Scheduler: devise the arrangement of basic components
- define organisation of vault-layer namespaces
- define the ground plan of the scheduler implementation
2023-06-24 03:14:17 +02:00
130bc095d9 the new design takes the old name
The second design from 2017, based on a pipeline builder,
is now renamed `TreeExplorer` ⟼ `IterExplorer` and uses
the memorable entrance point `lib::explore(<seq>)`

✔
2023-06-22 20:23:55 +02:00
d109f5e1fb bye bye Monad (closes #1276)
after completing the recent clean-up and refactoring work,
the monad based framework for recursive tree expansion
can be abandoned and retracted.

This approach from functional programming leads to code,
which is ''cool to write'' yet ''hard to understand.''

A second design attempt was based on the pipeline and decorator pattern
and integrates the monadic expansion as a special case, used here to
discover the prerequisites for a render job. This turned out to be
more effective and prolific and became standard for several exploring
and backtracking algorithms in Lumiera.
2023-06-22 20:23:55 +02:00
8c78e50730 Job-Planning: extended deadline integration test
- allow to configure the expected job runtime in the test spec
- remove link to EngineConfig and hard-wire the engine latency for now

... extended integration testing reveals two further bugs ;-)
... document deadline calculation
2023-06-21 04:04:11 +02:00
1f840730a0 Job-Planning: build and verify complete pipeline
- strip the builder
- add a terminal / front-end with convenience functions
- verify integration, incl multi-step prerequisites and deadlines
2023-06-20 01:46:44 +02:00
848bb6fb86 Job-Planning: implement handling of deadlines for prerequisites
...simple implementation
...decide *not* to cache the deadlines for now (possibly quadratic!)
...Test GREEN
2023-06-19 18:28:01 +02:00
dc1bbfc918 Job-Planning: rework pipeline to enable dependency planning
This finishes the last series of refactorings; the basic concept
remains the same, but in the initial version we arranged the expander
function in the pipeline to maintain a Tuple (parent, child) for the
JobTickets. Unfortunately this turned out to be insufficient, since
JobTicket is effectively const and responsible for a complete Sement,
so there is no room to memorise a Deadline for the parent dependency.

This leads to the better idea to link the JobPlanning aggregators
themselves by parent-child references, which is possible since the
whole dependency chain actually sits in the stack embedded into the
Expander (in the pipeline)
2023-06-19 03:56:11 +02:00
9ef3d98de7 Job-Planning: replace FrameCoord by direct references
...in the hope that the Optimiser is able to elide those references entirely,
when (as is here the case) they point into another field of a larger object compound
2023-06-19 01:51:48 +02:00
a1c1456849 Job-Planning: dispose of FrameCoord in pipeline and Dispatcher interface
...as a preparation for solving a logical problem with the Planning-Pipeline;
it can not quite work as intended just by passing down the pair of
current ticket and dependent ticket, since we have to calculate a chained
calculation of job deadlines, leading up to the root ticket for a frame.

My solution idea is to create the JobPlanning earlier in the pipeline,
already *before* the expansion of prerequisites, and rather to integrate
the representation of the dependency relation direcly into JobPlanning
2023-06-18 03:50:48 +02:00
661d768fad Job-Planning: frame number now additionally required in FrameCoord
...which was the reason why the test failed;
the calculation works as expected


PS: rename JobPlanningSetup_test to JobPlanningPipeline_test
2023-06-17 03:10:57 +02:00
6228c623b4 Job-Planning: implement braindead deadline calculation
...using hard coded values instead of observation of actual runtimes,
but at least the calculation scheme (now relocated from TimeAnchor to JobPlanning)
should be a reasonable starting point.

TODO: test fails...
2023-06-16 04:09:38 +02:00
73a9e4495a Job-Planning: code up simplest use case 2023-06-16 01:50:11 +02:00
b9f8356afc Job-Planning: investigate input data
- collect list of entities to be picked up from the dispatcher-pipeline
- as it turns out: there is no sensible use for the realTimeDeadline in
  in the FrameCoord record ==> remove it
2023-06-15 18:24:25 +02:00
a551314e80 Job-Planning: start rework of the planning data aggregation
The initial implementation effort for Player and Job-Planning
has been reviewed and largely reworked, and some parts are now
obsoleted by the reworked alternative and can be disabled.

The basic idea will be retained though: JobPlanning is a
data aggregator and performs the final step of creating a Job
2023-06-15 03:51:07 +02:00
08dfe1007c Dispatcher-Pipeline: verify the expansion of prerequisites
- fix a bug in the MockDispatcher, when duplicating the ExitNodes.
  A vector-ctor with curly braces will be interpreted as std::initializer_list

- add visualisation of the contents appearing at the end of the pipeline

*** something still broken here, increments don't happen as expected
2023-06-14 04:20:50 +02:00
542017aa65 Dispatcher-Pipeline: mocked Dispatcher implementation complete (closes: #1294)
`steam/engine/mock-dispatcher.hpp |cpp` now integrates this
''complete mock setup for render jobs and frame dispatching.''
The exising `DummyJob` has been slightly adapted and renamed
to `MockJob` and is tightly integrated with the other mocks.

The implementation of a `MockDispatcher` necessitated to change
the use of `MockJobTicket`. The initial attempts used a complete
mock implementation, but this approach turned out not to be viable.
Instead — based on the ideas developed for the mock setup —
now the prospective real implementation of `JobTicket` is available
and will be used by the mock setup too. Instead of a synthetic spec,
now a setup of recursively connected `ExitNode`(s) is used; the latter
seems to develop into some kind of Facade for the render node network.

Based on this mock setup, we can now demonstrate the (mostly) complete
Job-Planning pipeline, starting from a segmentation up to render jobs,
and verify proper connectivity and job invocation.
✔
2023-06-13 20:23:33 +02:00
0b9705692b Dispatcher-Pipeline: now (finally) able to implement MockDispatcher
MockSupport_test      : PASS
JobPlanningSetup_test : PASS(as far as defined)
2023-06-13 03:47:42 +02:00
122addbff5 Dispatcher-Pipeline: expected behaviour of (mock)Dispatcher 2023-06-13 00:15:16 +02:00
2031a58775 Dispatcher-Pipeline: decide upon the translation into portIDX
- has to be prepared / supported by the RenderEnvironmentClosure
- actual translation happens when building the Dispatcher-Pipeline
- implementation delegate through
    virtual size_t Dispatcher::resolveModelPort (ModelPort)
2023-06-12 19:21:14 +02:00
e6dcb6253c Dispatcher-Pipeline: resolve further problems with re-entrant allocation
...ouch this was insidious: the STL implementation for list does not
return a pointer to the element just allocated, but rather retrieves
and dereferences the back() / front() iterator after returning from emplace_back|front()

...which in case of re-entrant allocations is something wildly different
than the initial allocation. Thus a *cheap* and dirty placeholder implementation
just using a STL container is not possible, and we need at least
to code up likewise cheesy placeholder implementation by hand.
- separate allocation and ctor all
- use an inline buffer in the STL container
- explicitly handle ctor failures to discard allocation
- NOT THREADSAFE and likely WASTFUL in terms of performance


==> MockSupport_test now back to GREEN after complete refactoring
2023-06-12 17:21:41 +02:00
bf3e612c55 Dispatcher-Pipeline: create hook for self-validation
...later to be extended into the render nodes network
2023-06-12 01:18:59 +02:00
0933d2bba8 Dispatcher-Pipeline: simplify JobTicket and remove channel differentiation
The existing implementation of the Player from 2012~2015 inclduded
an additional differentiation by media channel (for multichannel media)
and would build a separate CalcStream for each channel.

The in-depth analysis conducted for the ongoing »Vertical Slice« effort
revealed that this differentiation is besides the point and would never
be materialised: Since -- by definition -- all media processing has
to be done by the engine, also the generation of the final output format
including any channel multiplexing will happen in render nodes.
The only exception would be when only a single channel of multichannel
media is extracted -- yet this case would then translate into a
dedicated ModelPort.

Based on this reasoning, a lot of complexity (and some contradictions)
within the JobTicket implementation can be removed -- together with
some further leftovers of the fist attempt to build JobTickets always
from a Mock specification (we now use construction by the Segment,
based on an ExitNode, which is the expected actual implementation
for production setup)
2023-06-12 00:04:45 +02:00
b18e79d077 Dispatcher-Pipeline: solve allocation of JobTicket instances
...by defining a new scheme for access to custom allocators
...and then passing a reference to such an accessor into the
   JobTicket ctor, thereby allowing the ticket istelf recursively
   to place further JobTicket instances into the allocation space

--> success, test passes (finally)
2023-06-11 04:37:38 +02:00
f25ec2f5ef Dispatcher-Pipeline: switch JobTicket creation to use ExitNode directly
Up to now, a draft/mock implementation was used, relying on a »spec tuple«,
which was fabricated by MockJobTicket. But with the introduction of
NodeGraphAttachment, the MockSequence now generates a nested ExitNode structure,
and thus the JobTicket will be created through the "real" ctor, and
no longer via MockJobTicket.

Thus it is possible to skip this whole interspersed »spec tuple«,
since ExitNode *is* already this aggregated / abstracted Spec
2023-06-10 04:52:40 +02:00
2c3b85a122 Dispatcher-Pipeline: allocate JobTicket in Segment
PROBLEM: can not implement Spec-generation, since
 - we must use a λ for internal allocation of JobTickets
 - but recursive type inference is not possible

Will thus need to abandon the Spec-Tuple and relocate this
traversal-and-generation code into JobTicket itself
2023-06-09 02:48:38 +02:00
c246c21e41 Dispatcher-Pipeline: remould Segment for on-demand JobTicket generation
Use another unit-test (FixtureSegment_test) to guide and cover
the transition from the existing fake-implementation to the
actual implementation, where the JobTicket will be generated
on-demand, from a NodeGraphAttachment
2023-06-08 03:21:43 +02:00
f6af4c6a16 Dispatcher-Pipeline: prepare test for the new NodeGraphAttachment
It turns out that the real (not mocked) implementation of JobTicket creation
is already required now for this planned (mock)Dispatcher setup;
moreover, this real implementation turns out to be almost identical
to the mock implementation written recently -- just nested structure
of prerequiste JobTickets need to be changed into a similar structur
of ExitNodes

-- as an aside: rearrange various tests to be more in-line
   with the envisioned architecture of playback and engine
2023-06-07 04:03:00 +02:00
3b2e5db7b4 Dispatcher-Pipeline: consider how to access render nodes from job
...this opens up yet another difficult question and a host of new problems
- how are prerequisites detected or arranged by the Builder
- how are prerequisites represented?
- what is an ExitNode in terms of implementation? A subclass of ProcNode?
- how will the actual implementation of JobTicket creation (on-demand) work?
- how to adapt the Mock implementation, while retaining the Specification
  for Segments and prerequisites?
2023-06-06 04:25:12 +02:00
7d5c32e6b6 Dispatcher-Pipeline: draft test for JobTicket access 2023-06-05 18:09:42 +02:00
a5b3a16f3e Dispatcher-Pipeline: clean setup for builder and pipeline types
..this is now the third attempt, and it seems this one leads to a
clean solution for the type rebinding problem, while also allowing
to unit-test each step in isolation.

The idea is to layer a *templated* builder class on top,
but to slice it away in each step, re-assemble the pipeline
and decorate a new builder instance on top. The net result
is a tightly interconnected processing pipeline without
any spurious interspersed leftovers from the builder,
while all intermediate steps are fully operational
and can thus be unit-tested...
2023-06-05 02:52:10 +02:00
41a8c7ec1a Dispatcher-Pipeline: draft Step-2 and Step-3
...still very rough edged...
...based on the idea to have a pair(Dependent,Dependency) and to shift these on each level of expansion

PROBLEMS:
 - what to use as root level?
 - can not handle JobTicket const& in transform-iterator (assignement operator)
2023-06-04 03:58:15 +02:00
4601c6350e Dispatcher-Pipeline: arrangement of builder types
...it turns out that we actually do not need to wrap TreeExplorer
on the builder types, because basically there is only a single active
builder type, and the complete processing pipeline can be assembled
in a single terminal function.

The type rebinding problem can thus be solved just by a simple
marker struct, which inherits from a template parameter
2023-06-04 02:01:07 +02:00
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
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
e176e54004 Library: adjust and fix semantics of nested 'value_type' binding
This is a subtle and far reaching fix, which hopefully removes
a roadblock regarding a Dispatcher pipeline: Our type rebinding
template used to pick up nested type definitions, especially
'value_type' and 'reference' from iterators and containers,
took an overly simplistic approach, which was then fixed
at various places driven by individual problems.

Now:
 - value_type is conceptually the "thing" exposed by the iterator
 - and pointers are treated as simple values, and no longer linked
   to their pointee type; rather we handle the twist regarding
   STL const_iterator direcly (it defines a non const value_type,
   which is sensible from the STL point of view, but breaks our
   generic iterator wrapping mechanism)
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
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
640f029496 Segmentation: extract split-splice algorithm into library header 2023-05-03 05:01:45 +02:00
139b0d4c7b Segmentation: make implementation generic
The algorithm coded thus far turns out to be rather generic,
and thus it can be rewritten into a template, while all specific parts
are supplied as λ-Functors.

- instead of Time we use a generic ordering type
- the Iterator is likewise turned into a template parameter
- all the operations are directly supplied as functor types
- C++17 is able to pick up all those λ-Types from the ctor call

This change looks like "low hanging fruit"; the legibility of the code
is not seriously hampered, yet we get the benefit to test this rather
technical piece of logic by an isolated test (which for now is the
primary motivation), and we can hope to re-use it for similar tasks.
2023-05-03 04:43:10 +02:00
2378be5d86 Segmentation: code up the algorithm according to spec
...derive the implementation mostly by logical reasoning
...indicate positions by Iterators of a random-access list
2023-05-03 03:32:49 +02:00
bf978fcda1 Segmentation: devise algorithm for splitSplice operation 2023-05-02 21:37:15 +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
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
fef0c05b64 Job-Planning: base implementation of job instance creation
* using a simplified preliminary implementation of hash chaining (see #1293)
 * simplistic implementation of hashing for time values (half-rotation)
 * for now just hashing the time into the upper part of the LUID

Maybe we can even live with that implementation for some time,
depending on how important uniform distribution of hash values is
for proper usage of the frame cache.

Needless to say, various further fine points need more consideration,
especially questions of portability (32bit anyone?). Moreover, since
frame times are typically quantised, the search space for the hashed
time values is drastically reduced; conceivably we should rather
research and implement a good hash function for 128bit and then combine
all information into a single hash key....
2023-04-30 22:33:42 +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
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
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
25c8579695 Job-Planning: new draft - organise the overall planning process
- introduce a new entity: RenderDrive
- it supersedes the CalcPlanCalculation, but is managed by CalcStream
- moreover, the RenderDrive will house a IterTreeExplorer-Pipeline
- define the concerns and relationships more clearly (see Drawing)
- prerequisite to disentangle the Job-planning "mechanics"
2023-04-17 04:51:38 +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
25be54ecbe Timeline: remove diagnostic code (closes: #1211)
Layout calculation and balancing between body and track header
now works reasonably well, labels are placed properly and the
calculated layout remains stable when changing window size,
connected panes and scrollbars behave as expected now.

Quite a feat!
2023-01-25 01:42:40 +01:00
4887194589 Timeline: investigate vertical space allocation on nested tracks
...seemingly the allocation of grid cells in the `TrackHeadWidget`
is not quite correct yet: even when there are nested sub-tracks,
we always need another row to hold the controls corresponding to
the track itself and the whole scope. And this row is also what
should be adjusted to match the vertical extension of the content
area.

As it turns out, the whole topic how to handle collapsed tracks
was not even considered yet; the calculation of the "track profile"
would need to be reworked to accommodate collapsed tracks, see: #1265
2023-01-19 23:58:42 +01:00
eb500dd453 ElementBox: successfully implemented size-constrained ClipWidget (closes #1235)
* restructure the widgets used to implement ElementBox
 * inject a Gtk::EventBox top-level base type to capture all Gdk-Events
 * push the Gtk::Frame one level down (TODO: API for managing children)

With these changes
 * dragging of Clips in the timeline works as expected
 * size constraints are observed precisely
 * all warnings and assertion failures from GTK disappeared

Thus we can conclude that the solution approach for size constrained widgets
was successful and this challenging problem is solved.
2022-10-21 19:18:21 +02:00
01740619f1 Code Review with Benny 2022-09-08 14:24:36 +02:00
ae10442cf2 some whitespace clean-up 2021-08-20 14:33:21 +02:00
91273e5931 Clip-Drag: consider translation of command ctxID into a InteractionState implementation
...actually postpone to build a generic translation system and use hard wired relations for now;
it is acknowledged that we'll need some kind of translation system eventually,
once the GUI has to handle a lot of possibly configurable gestures.
2021-03-28 18:03:40 +02:00
a64dc9c05f Clip-Drag: draft a solution for handling gestures
...even while keeping the focus to the actual problem at hand,
this solution must be built with the larger goal in mind, which
is the ability to support various editing gestures, transmitted
possibly through several control-systems (mouse, keybindings, pen...)

It is obvious that we'll need a dedicated controller for each kind of gesture;
what turns out as tricky is to maintain and bind a stateful context
and find the correct participants while a specific gesture is under way.
2021-02-28 23:04:06 +01:00
34725afaa8 Clip: try out some solution to enforce a fixed extension
..now this more or less works and indeed crops the button widget
used here for a proof-of concept; however the label within that button
emits a lot of layout warnings on each event handling and drawing routine,
indicating that we violated its fundamental assumptions.

Not sure how to proceed from here; also not sure if this actually
becomes turns into a relevant issue in practice, since maybe in most cases
we'll rather increase the size, and all we really have to do is handle
the Clip's textual label properly. A clip smaller than some drop-down icon
should probably not be rendered explicitly, just as overview
2021-02-06 15:30:59 +01:00
453ee08803 Clip: investigate how to enforce a fixed horizontal extension
GTK doesn't expose a first-class API for this,
since -- by design -- the extension of a widget is negotiated.
Thus I'm looking for some kind of workaround for our specific use-case,
where a clip widget must be rendered with a well defined horizontal size,
corresponding to its length.

Thus far, we're only able to increase the size of the Button widget
used as placeholder, but we can not forcibly shrink that button,
probably because the embedded Gtk::Lable requires additional extension.
2021-02-05 00:21:08 +01:00
c4634837a3 DisplayEvaluation: further testing and bugfixes
- fix a regression introduced with the 3rd DisplayEvaluation pass
- use references to pass the timings more efficiently to the ClipDelegate
- DisplayEvalutation in fact has a real LifeCycle and is not disposable
- generate the population diff for this test in canonical form
2021-01-30 19:01:56 +01:00
21f6e61fd3 Clip: evaluate state of the clip display implementation
...as it turns out, a first preliminary clip display should be working by now;
seemingly I was able to the tough theoretical problems last spring,
and was at the point of actually allocating display extension space
within the custom drawing area of the timeline.

Thus a simple placeholder widget based on a Gtk::Button should show up
at the right position, when sending a suitable diff message. The only
thing missing seems to be a first rough draft for the function
determineRequiredVerticalExtension()
2021-01-24 14:54:53 +01:00
acb674a9d2 Project: update and clean-up Doxygen configuration
...in an attempt to clarify why numerous cross links are not generated.
In the end, this attempt was not very successful, yet I could find some breadcrumbs...

- file comments generally seem to have a problem with auto link generation;
  only fully qualified names seem to work reliably

- cross links to entities within a namespace do not work,
  if the corresponding namespace is not documented in Doxygen

- documentation for entities within anonymous namespaces
  must be explicitly enabled. Of course this makes only sense
  for detailed documentation (but we do generate detailed
  documentation here, including implementation notes)

- and the notorious problem: each file needs a valid @file comment

- the hierarchy of Markdown headings must be consistent within each
  documentation section. This entails also to individual documented
  entities. Basically, there must be a level-one heading (prefix "#"),
  otherwise all headings will just disappear...

- sometimes the doc/devel/doxygen-warnings.txt gives further clues
2021-01-24 19:35:45 +01:00
99d0f0a0ae Relative-Hook: investigate and resolve wrong offset on child tracks
The reason was: each further ViewRefHook added again the full offset.
Need to change the hierarchy and allow for this chained hooking already
starting from the base interface ViewHook onward (with trivial default impl)
2020-02-28 22:11:00 +01:00
cf8c3c27d6 DummySessionConnection: fix structural defect in population diff
...which erroneously assumed the list of timelines to be empty.
When sending a further population diff, this assumption is broken,
since the first diff resulted in adding a timeline element.

This misatke was detected by the new consistency check added with
9f3fe8a88
2020-02-22 19:05:50 +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
bf283e8843 QA: check for possible misalignment through placement new (-> #1204) 2019-11-08 01:14:36 +01:00
e3cde9b78d Timeline: fabricate a (test/dummy) population diff for a more complex track
The population message is just made up, in order to create more interesting structures
in the UI and so to further the development of the timeline display.

For the actual structure I choose to mirror my example drawing in draw/UI-TimelineLayout-1.png
which is also used in the TiddlyWiki, on the #GuiTimelineView tiddler

https://lumiera.org/wiki/renderengine.html#GuiTimelineView
2019-07-20 01:24:17 +02:00
eca09e3ab5 Timeline: work out how Ruler tracks can be managed 2019-07-20 01:24:17 +02:00
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
8ffab2f002 Dependencies: get rid of boost-regexp (see #995)
Mostly, std::regexp can be used as a drop-in replacement.

Note: unfortunately ECMA regexps do not support lookbehind assertions.
This lookbehind is necesary here because we want to allow parsing values
from strings with additional content, which means we need explicitly to
exclude mismatches due to invalid syntax.

We can work around that issue like "either line start, or *not* one of these characters.


Alternatively we could consider to make the match more rigid,
i.e we would require the string to conain *only* the timecode spec to be parsed.
2019-06-24 02:41:02 +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
94edb5de86 BufferMetadata: likewise abandon use of function comparison for buffer handlers
The existing implementation created a Buffer-Type based on various traits,
including the constructor and destructor functions for the buffer content.
However, this necessitates calculating the hash_value of a std::function,
which (see #294) is generally not possible to implement.

So with this changeset we now store an additional identity hash value
right into the TypeHandler, based on the target type placed into the buffer
2019-06-23 18:57:21 +02:00