LUMIERA.clone/src/proc/engine/time-anchor.hpp
2012-10-10 05:20:12 +02:00

131 lines
4.4 KiB
C++

/*
TIME-ANCHOR.hpp - current render evaluation time point closure
Copyright (C) Lumiera.org
2012, 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.
*/
#ifndef PROC_ENGINE_TIME_ANCHOR_H
#define PROC_ENGINE_TIME_ANCHOR_H
#include "proc/common.hpp"
//#include "proc/state.hpp"
#include "backend/real-clock.hpp"
#include "lib/time/timevalue.hpp"
#include "proc/play/timings.hpp"
#include <boost/rational.hpp>
namespace proc {
namespace engine {
using backend::RealClock;
// using lib::time::TimeSpan;
using lib::time::Offset;
// using lib::time::FSecs;
using lib::time::TimeVar;
using lib::time::Time;
// class ExitNode;
/**
* The process of playback or rendering is a continued series of
* exploration and evaluation. The outline of what needs to be calculated
* is determined continuously, proceeding in chunks of evaluation.
* Each of these continued partial evaluations establishes a distinct
* anchor or breaking point in time: everything before this point
* is settled and planned thus far. Effectively, this time point
* acts as a <i>evaluation closure</i>, to be picked up on the
* next partial evaluation. More specifically, the TimeAnchor
* closure is the definitive binding between the abstract
* logical time of the session timeline, and the real
* wall-clock time forming the deadline for rendering.
*
* @todo 1/12 WIP-WIP-WIP just emerging as a concept
* /////////////////////////////////////////////////////////////////TODO: WIP needs to act as proxy for the grid, using the Timings
*/
class TimeAnchor
{
play::Timings timings_;
int64_t anchorPoint_;
Time relatedRealTime_;
Time
expectedTimeofArival (play::Timings timings, Offset engineLatency)
{
TimeVar deadline;
switch (timings.playbackUrgency)
{
case play::ASAP:
case play::NICE:
deadline = RealClock::now() + engineLatency;
break;
case play::TIMEBOUND:
deadline = timings.getTimeDue() - engineLatency;
break;
}
return deadline - timings.outputLatency;
}
TimeAnchor (play::Timings timings, Offset engineLatency, int64_t startFrame)
: timings_(timings)
, anchorPoint_(startFrame)
, relatedRealTime_(expectedTimeofArival(timings, engineLatency))
{ }
public:
// using default copy operations
/** create a TimeAnchor for playback/rendering start
* at the given startFrame. Since no information is given
* regarding the reaction latency required to get the engine
* to deliver at a given time, this "engine latency" is guessed
* to be 1/3 of the frame duration.
* @note using this function in case of "background" rendering
* doesn't make much sense; you should indeed retrieve the
* start delay from internals of the engine in this case.
*/
static TimeAnchor
build (play::Timings timings, int64_t startFrame)
{
const boost::rational<uint> DEFAULT_LATENCY_FACTOR (1,3);
Offset startDelay(timings.outputLatency
+ timings.getFrameDurationAt(startFrame) * DEFAULT_LATENCY_FACTOR
);
return TimeAnchor (timings,startDelay,startFrame);
}
//////////////////////////////////////////////////////////////////////////////////////////TODO: second builder function, relying on Engine timings
operator lib::time::TimeValue() const
{
UNIMPLEMENTED ("representation of the Time Anchor closure");
}
};
}} // namespace proc::engine
#endif