the object VTable is typically emitted when the compiler encounters the first non-static non-inline function of the class or a derived class. Sometimes this happens within the wrong library and so the compiler needs a nudge to emit those infrastructure functions. But in most cases this works out of the box and need no further magic incanctations, which might have a downside. Especially because also a non-inline dtor does incur a call overhead, whereas an inline dtor can be trivially elided.
180 lines
6 KiB
C++
180 lines
6 KiB
C++
/*
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ENGINE-SERVICE.hpp - primary service access point for using the renderengine
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Copyright (C) Lumiera.org
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2011, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file engine-service.hpp
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** Access point for the (core) calculation service of the render engine.
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** This Proc-Layer internal service is provided for use by the Player subsystem.
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** The actual implementation is forwarded to backend services (especially the scheduler).
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** The EngineService singleton has no state beyond the jobs currently managed by the
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** scheduler; when the latter isn't available, any invocation will throw.
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**
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** The central concept provided through this facade interface is the <i>calculation stream</i>.
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** This represents a series of calculations, expected to happen in a timely fashion and in order
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** to deliver a frame data stream into an opened output connection. On the implementation side,
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** a calculation stream will be translated into a series of jobs to invoke render nodes;
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** these jobs are to be executed through the scheduler in the backend layer.
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**
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** While the individual CalcStram is simple, linear and unmodifiable, any CalcStream may be
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** \em superseded by a new definition. In this case, the engine will care for a seamless
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** switch and continuation; under the hood, there is a mechanism to discard resources
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** tied to the original CalcStream, once the switch to the new definition is complete.
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**
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** @ingroup engine
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** @see EngineInterface_test
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** @see CalcStream_test
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** @see proc::play::PlayerService
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** @see backend::engine::EngineConfig
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**
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*/
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#ifndef PROC_ENGINE_ENGINE_SERVICE_H
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#define PROC_ENGINE_ENGINE_SERVICE_H
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#include "lib/error.hpp"
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//#include "include/dummy-player-facade.h"
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//#include "include/display-facade.h"
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#include "proc/engine/calc-stream.hpp"
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#include "proc/mobject/model-port.hpp"
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#include "proc/play/timings.hpp"
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#include "proc/play/output-slot.hpp"
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//#include "common/instancehandle.hpp"
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//#include "lib/singleton-ref.hpp"
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#include "lib/polymorphic-value.hpp"
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#include "lib/depend.hpp"
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//
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#include <boost/noncopyable.hpp>
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//#include <boost/scoped_ptr.hpp>
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#include <functional>
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//#include <string>
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namespace proc {
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namespace engine{
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// using std::string;
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// using lumiera::Subsys;
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// using lumiera::Display;
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// using lumiera::DummyPlayer;
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// using std::function;
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using mobject::ModelPort;
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using proc::play::Timings;
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typedef proc::play::OutputSlot::Allocation OutputConnection;
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/**************************************************//**
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* A service to schedule series of calculations,
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* delivering the rendered data into an external output
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* sink in a timely fashion. Actually the CalculationStream
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* instances provided through this (facade) interface are
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* backed by jobs executed through the scheduler in the
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* backend layer. The implementation of this service is
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* responsible for creating the right job entries in the
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* correct order and to enqueue these into the scheduler.
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* @ingroup engine
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* @ingroup player
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*/
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class EngineService
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: boost::noncopyable
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{
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/* The following typedefs allow to hand out predefined
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* Quality-of-Service strategy definitions as value objects,
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* without disclosing implementation details here in this header.
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*/
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enum{ QoS_IMPL_SIZE = sizeof(size_t) }; /////////////////////////////////////////TODO is this correct??
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public:
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/*********************************************************//**
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* Quality-of-Service definition for an Render Engine usage.
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* This strategy defines how to decide between conflicting goals like
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* - timely delivery
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* - image quality
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* - niceness and resource usage
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*/
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class Quality
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{
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public:
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virtual ~Quality() { }; ///< this is an Interface
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};
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typedef lib::polyvalue::CloneValueSupport<Quality> _Clonable_QoS_Strategy;
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typedef lib::PolymorphicValue<Quality, QoS_IMPL_SIZE, _Clonable_QoS_Strategy> QoS_Definition;
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static QoS_Definition QoS_DEFAULT;
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static QoS_Definition QoS_BACKGROUND;
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static QoS_Definition QoS_SYNC_PRIORITY;
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static QoS_Definition QoS_PERFECT_RESULT;
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static QoS_Definition QoS_COMPROMISE;
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/** access point to the Engine Interface.
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* @internal this is an facade interface for internal use
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* by the player. Client code should use the Player.
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*/
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static lib::Depend<EngineService> instance;
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virtual ~EngineService() { }
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EngineService();
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CalcStreams
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calculate(ModelPort mPort,
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Timings nominalTimings,
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OutputConnection& output,
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Quality serviceQuality =QoS_DEFAULT);
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CalcStreams
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calculateBackground(ModelPort mPort,
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Timings nominalTimings,
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Quality serviceQuality =QoS_BACKGROUND);
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protected:
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virtual RenderEnvironmentClosure& configureCalculation (ModelPort,Timings,Quality);
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void activateTracing();
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void disableTracing(); ///< EX_FREE
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friend class EngineDiagnostics;
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private:
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static CalcStream activateCalculation (play::DataSink, RenderEnvironmentClosure&);
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};
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} // namespace engine
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} // namespace proc
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#endif
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