- 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"
131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
/*
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CALC-PLAN-CONTINUATION.hpp - closure for planning a chunk of jobs
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Copyright (C) Lumiera.org
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2013, 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 calc-plan-continuation.hpp
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** A specialised render job to care for the planning of the calculation process itself.
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** Rendering is seen as an open-ended, ongoing process, and thus the management and planning
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** of the render process itself is performed chunk wise and embedded into the other rendering
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** calculations. The _"rendering-as-it-is-planned-right-now"_ can be represented as a closure
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** to the jobs, which perform and update this plan on the go. And in fact, the head of the
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** calculation process, the CalcStream, holds onto such a closure to access current planning.
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**
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** @deprecated 4/2023 »Playback Vertical Slice« -- reworked into the RenderDrive /////////////////////////TICKET #1221
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*/
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#ifndef STEAM_ENGINE_CALC_PLAN_CONTINUATION_H
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#define STEAM_ENGINE_CALC_PLAN_CONTINUATION_H
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#include "steam/common.hpp"
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#include "steam/mobject/model-port.hpp"
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#include "steam/engine/time-anchor.hpp"
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#include "steam/engine/dispatcher.hpp"
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#include "steam/play/timings.hpp"
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#include "vault/engine/job.h"
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namespace steam {
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namespace engine {
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// using std::function;
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using vault::engine::JobParameter;
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using vault::engine::JobClosure;
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using mobject::ModelPort;
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// using lib::time::TimeSpan;
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// using lib::time::FSecs;
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// using lib::time::Time;
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using lib::time::FrameCnt;
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/**
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* Special job to perform the job planning.
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* This closure extends the existing planning of frame jobs to add a chunk
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* of additional future jobs. Included with this chunk will be a recursive
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* self re-invocation to trigger planning of the next chunk. Overall, this
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* planning process is determined and controlled by the CalcStream owning
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* this closure.
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*
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* @deprecated 4/2023 »Playback Vertical Slice« -- reworked into the RenderDrive //////////////////////////TICKET #1221
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*/
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class CalcPlanContinuation
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: public JobClosure
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{
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play::Timings const& timings_;
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Dispatcher& dispatcher_;
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const ModelPort modelPort_;
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const uint channel_;
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/* === JobClosure Interface === */
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JobKind
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getJobKind() const
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{
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return META_JOB;
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}
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bool verify (Time, InvocationInstanceID) const;
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size_t hashOfInstance (InvocationInstanceID) const;
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void invokeJobOperation (JobParameter);
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void signalFailure (JobParameter, JobFailureReason);
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public:
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/**
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* @todo
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*/
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CalcPlanContinuation(play::Timings const& timings
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,Dispatcher& dispatcher
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,ModelPort modelPort
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,uint channel)
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: timings_(timings)
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, dispatcher_(dispatcher)
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, modelPort_(modelPort)
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, channel_(channel)
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{ }
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/** create the "start trigger job"
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* Scheduling this job will effectively get a calculation stream
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* into active processing, since it causes the first chunk of job planning
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* plus the automated scheduling of follow-up planning jobs. The relation
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* to real (wall clock) time will be established when the returned job
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* is actually invoked
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* @param startFrame where to begin rendering, relative to the nominal
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* time grid implicitly given by the ModelPort to be pulled
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*/
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Job prepareRenderPlanningFrom (FrameCnt startFrame);
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private:
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void performJobPlanningChunk(FrameCnt nextStartFrame);
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Job buildFollowUpJobFrom (TimeAnchor const& refPoint);
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};
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}} // namespace steam::engine
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#endif
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