LUMIERA.clone/src/proc/engine/time-anchor.hpp

174 lines
6.9 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 "backend/real-clock.hpp"
#include "lib/time/timevalue.hpp"
#include "proc/play/timings.hpp"
#include "proc/engine/frame-coord.hpp"
namespace proc {
namespace engine {
using backend::RealClock;
using lib::time::Offset;
using lib::time::Duration;
using lib::time::FrameCnt;
using lib::time::TimeVar;
using lib::time::Time;
/**
* 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 can be considered settled
* and planned thus far. Effectively, this time point acts as a <i>evaluation closure</i>,
* to be picked up for the next partial evaluation. Each time anchor defines a span of the
* timeline, which will be covered with the next round of job planning; the successive next
* TimeAnchor will be located at the first frame \em after this time span, resulting in
* seamless coverage of the whole timeline. Whenever a TimeAnchor is created, a relation
* between nominal time, current engine latency and wall clock time is established, This way,
* 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.
*
* \par internals
* The time anchor associates a nominal time, defined on the implicit time grid
* of some given Timings, with an actual wall clock time. Due to the usage situation,
* the TimeAnchor takes on the secondary meaning of a breaking point; everything \em before
* this anchor point has been handled during the preceding invocations of an ongoing chunk wise
* partial evaluation of the timeline to be "performed" within this play process.
* - the #timings_ serve as an abstracted grid (actually, the implementation
* does refer to a grid defined somewhere within the session)
* - the actual #anchorPoint_ is defined as frame number relative to this grid
* - this anchor point is scheduled to happen at a #relatedRealTime_, based on
* system's real time clock scale (typically milliseconds since 1970).
* This schedule contains a compensation for engine and output latency.
*
* @remarks please note that time anchors are set per CalcStream.
* Since different streams might use different frame grids, the rhythm
* of these planning operations is likely to be specific for a given stream.
* The relation to real time is established anew at each time anchor, so any
* adjustments to the engine latency will be reflected in the planned job's
* deadlines. Actually, the embedded Timings record is responsible for this
* timing calculation and for fetching the current EngineConfig.
*
* @see Dispatcher
* @see DispatcherInterface_test
* @see Timings
*/
class TimeAnchor
{
play::Timings timings_;
FrameCnt anchorPoint_;
Time relatedRealTime_;
static Time
expectedTimeofArival (play::Timings const& timings, FrameCnt startFrame, Offset startDelay)
{
Duration totalLatency = startDelay
+ timings.currentEngineLatency()
+ timings.outputLatency;
TimeVar deadline;
switch (timings.playbackUrgency)
{
case play::ASAP:
case play::NICE:
deadline = RealClock::now() + totalLatency;
break;
case play::TIMEBOUND:
deadline = timings.getTimeDue(startFrame) - totalLatency;
break;
}
return deadline;
}
public:
TimeAnchor (play::Timings timings, FrameCnt startFrame, Offset startDelay =Offset::ZERO)
: timings_(timings)
, anchorPoint_(startFrame)
, relatedRealTime_(expectedTimeofArival(timings,startFrame,startDelay))
{ }
// using default copy operations
/** set a follow-up TimeAnchor point.
* After planning a chunk of jobs, the dispatcher uses
* this function to set up a new breaking point (TimeAnchor)
* and places a continuation job to resume the planning activity.
* @note precisely satisfies the <i>planning chunk duration</i>
* @return a frame number suitable to build the next TimeAnchor
* based on the current play::Timings. This new start point
* will be anchored at the grid point following the end of
* the previous planning chunk, resulting in a seamless
* coverage of the timeline
*/
FrameCnt
getNextAnchorPoint() const
{
return timings_.establishNextPlanningChunkStart (this->anchorPoint_);
}
/** @internal for debugging and diagnostics:
* explicitly cast this TimeAnchor onto the underlying
* nominal time scale (as defined by the Timings of this
* playback or render process). */
operator lib::time::TimeValue() const
{
return timings_.getFrameStartAt (anchorPoint_);
}
/** @return the frame at which any job planning
* for this planning chunk will start */
FrameCnt getStartFrame() const
{
return anchorPoint_;
}
Offset
remainingRealTimeFor (FrameCoord plannedFrame)
//////////////////////////////////////////////////TODO break this into two sensible operations, using the deadline from the FrameCoord
{
FrameCnt frameOffset = plannedFrame.absoluteFrameNumber - anchorPoint_;
return Offset(this->relatedRealTime_
+ timings_.getRealOffset(frameOffset)
- RealClock::now());
}
};
}} // namespace proc::engine
#endif