This changeset attempts to breach into the implementation design of OutputSlot
(while largely retaining the API and the »Output Slot Protocol«).
While the actual problem that brought me to this point can be traced back to some
rather obvious mistake, namely to conflate the `BufferProvider` used as
backing implementation with a `BufferProvider` used as front-end API,
creating the new connections to use an `OutputBufferProxy` unveils some
further long-standing structural mismatch; notably this leads to the
difficulties to get the lifecylce management of `OutputSlot` and `DataSink`
under control.
So I remove one entire level from the implementation,
in a bold move to realign the design with the prospective usage pattern.
Obviously, this breaks a lot of further code, and I need to rewire
the Allocation implementation altogether, and provide a new functor based
implementation for `DataSink`
The old implementation of `DiagnosticOutputSlot` is now disabled
and will be re-written from scratch, and no longer tangled to `BufferProvider`
- `OutputManager` remains in Steam-Layer for now
- the `Timings` and `OutputSlot` are now a self-contained
building upon all the preparations done during the last days,
the compound of code connected to the `BufferProvide` can now
be migrated down into the vault:
- `BuffHandle`
- `BufferProvider`
- `BufferMetadata`
- `BufferProviderSetup`
- the simple standard implementations
- `DiagnosticBufferProvider`
- all directly related unit tests
The next step with the `BufferProvider` and `OutputSlot` refactoring
will require to create new definition headers and to move those self-contained
services down into the »Vault« layer. In preparation, I decided deliberately to
abandon that old idea of a ''minimal bootstrap'' of arbitrary components in
favour of building the application as a coherent whole, with well-defined
boundaries and a backbone structure, marked as such explicitly by name
and arrangement of the code.
The changes were documented and applied to the integration branch first,
and now it's time to join that effort with the ongoing work on `BufferProvider`.
During the last months, a lot of gradual changes to policies and guidelines
had been finalised and documented. Moreover, recent clarifications regarding
memory management in the render engine will lead to a clearer definition
of the »Vault« Layer's role, with some ''engine code'' expected to move down.
On this occasion, I reworked relevant sections in the documentation to
confirm the role that now falls to central parts of the overall architecture.
Notably I decided to rename those parts related to the application backbone
as »Vessel« — to underpin the more active and defining role they assumed.
`EngineCtx` is considered merely an access front-end now;
After some analysis of existing code, it seems the RenderEnvironment
is the most appropriate framework to configure the global engine services
and thus to ''boot the Render Engine''.
The access to the `EngineCtx` is tricky, because of the requirements
* it will be dependency-injected into the internals of the Render Nodes
* excessive indirection should be avioded; preferrably the actual
code in the render pipeline sees a pointer (coded as language reference)
which directly refers to the buffer and cache manager.
* but on the other hand, we want configurability; simple tests shall
access "the buffer manager" without much ado, while the actual
render engine obviously has a life cycle and needs an administrative
access to the various global implementation facilities
* this both together implies some kind of ''virtual constructor''
* and since such a pattern can not be implemented in C++ with simple
inheritance (because the base constructor does not "see" the actual
implementation type at the time when it's invoked), the solution
is to rely on a second indirection through our dependency-injection
framework: thus the setup of the actual implementation is what
can be configured flexibly, and overridden by mock implementation
for some test cases
* Lumiera source code always was copyrighted by individual contributors
* there is no entity "Lumiera.org" which holds any copyrights
* Lumiera source code is provided under the GPL Version 2+
== Explanations ==
Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above.
For this to become legally effective, the ''File COPYING in the root directory is sufficient.''
The licensing header in each file is not strictly necessary, yet considered good practice;
attaching a licence notice increases the likeliness that this information is retained
in case someone extracts individual code files. However, it is not by the presence of some
text, that legally binding licensing terms become effective; rather the fact matters that a
given piece of code was provably copyrighted and published under a license. Even reformatting
the code, renaming some variables or deleting parts of the code will not alter this legal
situation, but rather creates a derivative work, which is likewise covered by the GPL!
The most relevant information in the file header is the notice regarding the
time of the first individual copyright claim. By virtue of this initial copyright,
the first author is entitled to choose the terms of licensing. All further
modifications are permitted and covered by the License. The specific wording
or format of the copyright header is not legally relevant, as long as the
intention to publish under the GPL remains clear. The extended wording was
based on a recommendation by the FSF. It can be shortened, because the full terms
of the license are provided alongside the distribution, in the file COPYING.
- 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)
...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
- 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"