LUMIERA.clone/src/proc/engine/engine-service.hpp
Ichthyostega 7f51a01631 clean-up some library and linkage problems
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.
2015-08-16 01:35:30 +02:00

180 lines
6 KiB
C++

/*
ENGINE-SERVICE.hpp - primary service access point for using the renderengine
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
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 engine-service.hpp
** Access point for the (core) calculation service of the render engine.
** This Proc-Layer internal service is provided for use by the Player subsystem.
** The actual implementation is forwarded to backend services (especially the scheduler).
** The EngineService singleton has no state beyond the jobs currently managed by the
** scheduler; when the latter isn't available, any invocation will throw.
**
** The central concept provided through this facade interface is the <i>calculation stream</i>.
** This represents a series of calculations, expected to happen in a timely fashion and in order
** to deliver a frame data stream into an opened output connection. On the implementation side,
** a calculation stream will be translated into a series of jobs to invoke render nodes;
** these jobs are to be executed through the scheduler in the backend layer.
**
** While the individual CalcStram is simple, linear and unmodifiable, any CalcStream may be
** \em superseded by a new definition. In this case, the engine will care for a seamless
** switch and continuation; under the hood, there is a mechanism to discard resources
** tied to the original CalcStream, once the switch to the new definition is complete.
**
** @ingroup engine
** @see EngineInterface_test
** @see CalcStream_test
** @see proc::play::PlayerService
** @see backend::engine::EngineConfig
**
*/
#ifndef PROC_ENGINE_ENGINE_SERVICE_H
#define PROC_ENGINE_ENGINE_SERVICE_H
#include "lib/error.hpp"
//#include "include/dummy-player-facade.h"
//#include "include/display-facade.h"
#include "proc/engine/calc-stream.hpp"
#include "proc/mobject/model-port.hpp"
#include "proc/play/timings.hpp"
#include "proc/play/output-slot.hpp"
//#include "common/instancehandle.hpp"
//#include "lib/singleton-ref.hpp"
#include "lib/polymorphic-value.hpp"
#include "lib/depend.hpp"
//
#include <boost/noncopyable.hpp>
//#include <boost/scoped_ptr.hpp>
#include <functional>
//#include <string>
namespace proc {
namespace engine{
// using std::string;
// using lumiera::Subsys;
// using lumiera::Display;
// using lumiera::DummyPlayer;
// using std::function;
using mobject::ModelPort;
using proc::play::Timings;
typedef proc::play::OutputSlot::Allocation OutputConnection;
/**************************************************//**
* A service to schedule series of calculations,
* delivering the rendered data into an external output
* sink in a timely fashion. Actually the CalculationStream
* instances provided through this (facade) interface are
* backed by jobs executed through the scheduler in the
* backend layer. The implementation of this service is
* responsible for creating the right job entries in the
* correct order and to enqueue these into the scheduler.
* @ingroup engine
* @ingroup player
*/
class EngineService
: boost::noncopyable
{
/* The following typedefs allow to hand out predefined
* Quality-of-Service strategy definitions as value objects,
* without disclosing implementation details here in this header.
*/
enum{ QoS_IMPL_SIZE = sizeof(size_t) }; /////////////////////////////////////////TODO is this correct??
public:
/*********************************************************//**
* Quality-of-Service definition for an Render Engine usage.
* This strategy defines how to decide between conflicting goals like
* - timely delivery
* - image quality
* - niceness and resource usage
*/
class Quality
{
public:
virtual ~Quality() { }; ///< this is an Interface
};
typedef lib::polyvalue::CloneValueSupport<Quality> _Clonable_QoS_Strategy;
typedef lib::PolymorphicValue<Quality, QoS_IMPL_SIZE, _Clonable_QoS_Strategy> QoS_Definition;
static QoS_Definition QoS_DEFAULT;
static QoS_Definition QoS_BACKGROUND;
static QoS_Definition QoS_SYNC_PRIORITY;
static QoS_Definition QoS_PERFECT_RESULT;
static QoS_Definition QoS_COMPROMISE;
/** access point to the Engine Interface.
* @internal this is an facade interface for internal use
* by the player. Client code should use the Player.
*/
static lib::Depend<EngineService> instance;
virtual ~EngineService() { }
EngineService();
CalcStreams
calculate(ModelPort mPort,
Timings nominalTimings,
OutputConnection& output,
Quality serviceQuality =QoS_DEFAULT);
CalcStreams
calculateBackground(ModelPort mPort,
Timings nominalTimings,
Quality serviceQuality =QoS_BACKGROUND);
protected:
virtual RenderEnvironmentClosure& configureCalculation (ModelPort,Timings,Quality);
void activateTracing();
void disableTracing(); ///< EX_FREE
friend class EngineDiagnostics;
private:
static CalcStream activateCalculation (play::DataSink, RenderEnvironmentClosure&);
};
} // namespace engine
} // namespace proc
#endif