f9cd80560c
complilation fixes
2013-08-18 03:16:49 +02:00
84281d5b60
WIP: CalcStream initialisation
...
especially: where to establish the effective Timings.
also fixed several compilation errors
2013-06-15 04:02:48 +02:00
77066ee3ce
WIP: how to start the actual calculation streams within EngineService
...
this draft fills in the structure how to get from an invocation
of the engine service to the starting of actual CalcStream instances.
Basically the EngineService implementation is repsonsile to
instruct the Segmentation to provide a suitable Dispatcher.
2013-06-03 05:25:13 +02:00
8982223a4d
pondering about a suitable definition of a planning chunk ( #920 )
...
mostly this seems to be a matter of getting the terms
and meaning of the involved entities straight
2013-05-21 04:35:25 +02:00
7ada9ff291
consider how to integrate a playback mode strategy
2013-02-11 03:19:24 +01:00
a4411d00b1
DONE: time anchor and latency handling for job planning
2013-01-12 12:38:33 +01:00
18605b0c19
handling of real time start offset
...
decision: the base for any deadline calculations
is the expected real time corresponding to the grid origin.
This value is contained in the Timings record.
2013-01-12 08:36:35 +01:00
72e5557d1e
locate the real time / nominal within engine::TimeAnchor
...
this clarifies the relation of TimeAnchor and Timings,
the latter act as a general spec and abstracted grid,
while the latter actually performs the conversion and
deadline checking
2013-01-11 18:12:40 +01:00
4ede0453be
resolve the remaining liblumieracommon.so dependency problems
...
now this library doesn't refer to any symbols from
Proc-Layer anymore. Resolving these problems
highlighted IMHO a serious shortcomming of our
interface system, which hinders the building
of abstractions at interface level
2013-01-04 07:45:18 +01:00
ef9a6e6f11
note some unresolved problems with our DummyPlayer
2013-01-04 06:00:35 +01:00
3d628b6eee
fix ill-guided linking of the DummyPlayer facade object type info
...
DummyPlayer is experimental code,
but actually we've established the convention
to linke the facade-proxies into common/interfaceproxy.cpp
2013-01-04 04:34:01 +01:00
384ee68129
allow simple query-for-pipe again (revert)
...
while refactoring, I thought it might be a good idea
only to use Query objects. But in this special case,
most often you'd just want to pass in a simple query
with a literal query string. So this convenience shortcut
indeed makes sense.
2012-12-26 02:20:11 +01:00
5dfe5e099f
refactor namespaces for query and defaults manager
2012-12-01 08:44:07 +01:00
dd8a88d095
adjustments and stubbing to get it past the compiler
2012-11-26 01:22:01 +01:00
016a739a5c
WIP back to the original problem: how to dispatch jobs...
...
brainstorming how to implement the job planning stage
the idea is to built on top of the IterExplorer,
but have the "stack" of re-evaluation integrated
into a custom type, which exploits the static
node network structure to avoid heap allocations
solution idea: again use a builder function?
2012-10-10 05:20:20 +02:00
79bd8b71e3
better treat the building of a continuation job separately
2012-10-10 05:20:13 +02:00
08d266819d
re-read my own code and pick up the design work
...
..next question is: how to shape the dispatcher interface,
in order to support ongoing chunk wise planning
of new jobs, including a continuation
2012-10-10 05:20:13 +02:00
7941865d5d
implement anchor against current system time
...
using CLOCK_REALTIME for now
2012-10-10 05:20:12 +02:00
882bcf07ae
define stubs for accessing the wall clock time (->Backend)
2012-10-10 05:20:12 +02:00
aa01813f52
TimeAnchor: draft calculating the start delay for rendering
2012-10-10 05:20:12 +02:00
393a447861
test setup: simulated build proecss results, mock model port
2012-10-10 05:20:12 +02:00
e9dbb3bdb1
stubs for some important components of play/engine (JobTicket...)
...
also touches the question how to represent the job
descriptor datastructure. @Cehteh: I've just pasted
in your preliminary data struct definitinons
from the relevant mailing list discussions.
2012-10-10 05:20:11 +02:00
6772e94994
implement simple constant frame timings descriptor
2012-10-10 05:20:10 +02:00
157e3b6867
test-driven brainstorming: define default timings...
2012-10-10 05:20:10 +02:00
2cb254365c
some musing about timing constraints and quantisation
2012-10-10 05:20:10 +02:00
3768791c76
considerations how to connect exit nodes to external outputs
2012-10-10 05:18:58 +02:00
288b737718
dummy playback: stub the required operations
2012-10-10 05:18:58 +02:00
ec659b7141
a better way to inject the Render-Engine Mock
...
instead of (ab)using the Timings spect for a
runtime switch, better use the existing
MockInjector facility and thus turn the
mock engine mode into a global switch
2012-10-10 05:18:57 +02:00
24911dc990
solution to integrate an Engine Mock implementation
2012-10-10 05:18:57 +02:00
687102feb3
planning next steps: how to transform DummyPlayer into a real player
2012-10-10 05:18:57 +02:00
f5290a99a3
OutputSlot : simulated usage protocol passes unit test
...
OutputSlotProtocol_test
Some parts are still missing
- timings
_ initialisation
2012-01-08 03:06:32 +01:00
8de4ecc8ac
add diagnostic messages showing each connection access
...
currently the problem seems to be we're
accessing the wrong connection...
2012-01-07 21:22:35 +01:00
5cc034d26b
refactor ScopedCollection to use an init() function
2012-01-07 04:44:48 +01:00
e41065101a
switch OutputSlot to use the ScopedCollection
...
..hehe, makes the code way more sane
2012-01-06 03:16:22 +01:00
f047069284
rearrange OutputSlot ConnectionStateManager
...
... shape the various APIs more clearly,
make most functions protected
2011-12-31 20:33:50 +01:00
d27e3b15a9
clarify the handling of specific output operation modes (e.g. number of channels)
2011-12-23 02:22:38 +01:00
fa0588b584
refactor to simplify generating a PlayProcess
2011-12-18 02:02:55 +01:00
c4bc53b6f6
how to pass a render configuration strategy when creating a new play process
2011-12-17 22:37:53 +01:00
6852a6feff
WIP refactor building of the active render feeds
...
RenderConfigurator becomes an internal strategy
controlled by the PlayService
2011-12-17 04:45:42 +01:00
bda0dea990
clarify the relation of PlayProcess, CalcStream and EngineFacade
2011-12-17 02:20:48 +01:00
76b24ce50d
WIP draft the building of a render CalculationStream
2011-12-10 03:18:48 +01:00
aef3d50ffd
implement basics of the diagnostic OutputSlot
...
...specific diagnostic facilities still lacking
2011-12-08 23:02:19 +01:00
b9d1899486
cleanup: rectify Proc-Layer namespaces (II)
2011-12-02 17:50:44 +01:00
eb79a00cf4
cleanup: rectify Proc-Layer namespaces (I)
2011-12-02 16:10:03 +01:00
f75e55a060
nail down a lot of OutputSlot implementation details
2011-11-08 02:59:56 +01:00
59dfb7c660
start drafting a (dummy) output slot implementation
...
this implicates a first attempt to build a
dummy buffer provider implementation.
Mostly just defining stubs here....
2011-11-07 01:57:33 +01:00
a88ccd219d
extract the diagnostic BufferProvider into separate header
2011-11-07 00:07:53 +01:00
7ab7c8073d
remold OutputSlot implementation structure
...
Better solution where to place the extension points
to be implemented by concrete output systems
2011-11-06 02:37:22 +01:00
63dbc89b6f
draft implementation setup for OutputSlot baseclass
2011-11-05 16:51:24 +01:00
ca0ae9c120
stubbed relevant parts of BufferProvider and OutputSlot
2011-10-19 02:47:11 +02:00