/* RenderInvocation - Interface for creating processing nodes of various kinds Copyright (C) Lumiera.org 2008, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * *****************************************************/ /** @file render-invocation.cpp ** Implementation details regarding the invocation of a single render node ** @deprecated very likely to happen in a different way, while the concept remains valid ** @todo unfinished draft from 2009 regarding the render process */ #include "proc/engine/render-invocation.hpp" #include "proc/engine/stateproxy.hpp" namespace proc { namespace engine { namespace { // Details... } // (END) Details... // using mobject::Placement; // using mobject::session::Effect; /** @note this builds a one-way off invocation state context * and then forwards the call; this may or may not cause * actual calculations, depending on the cache. * @todo for real use within the engine, the pull()-call should be * dispatched through the scheduler; of course then the call semantics * would be completely different. Maybe this invocation will be test only? */ BuffHandle RenderInvocation::operator[] (size_t channel) { REQUIRE (theNode_); REQUIRE (channel < size()); StateProxy invocationState; return theNode_->pull(invocationState, channel); } }} // namespace engine