174 lines
6.9 KiB
C++
174 lines
6.9 KiB
C++
/*
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TIME-ANCHOR.hpp - current render evaluation time point closure
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Copyright (C) Lumiera.org
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2012, 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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#ifndef PROC_ENGINE_TIME_ANCHOR_H
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#define PROC_ENGINE_TIME_ANCHOR_H
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#include "proc/common.hpp"
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#include "backend/real-clock.hpp"
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#include "lib/time/timevalue.hpp"
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#include "proc/play/timings.hpp"
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#include "proc/engine/frame-coord.hpp"
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namespace proc {
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namespace engine {
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using backend::RealClock;
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using lib::time::Offset;
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using lib::time::Duration;
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using lib::time::FrameCnt;
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using lib::time::TimeVar;
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using lib::time::Time;
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/**
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* The process of playback or rendering is a continued series of exploration and evaluation.
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* The outline of what needs to be calculated is determined continuously, proceeding in
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* chunks of evaluation. Each of these continued partial evaluations establishes a distinct
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* anchor or breaking point in time: everything before this point can be considered settled
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* and planned thus far. Effectively, this time point acts as a <i>evaluation closure</i>,
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* to be picked up for the next partial evaluation. Each time anchor defines a span of the
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* timeline, which will be covered with the next round of job planning; the successive next
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* TimeAnchor will be located at the first frame \em after this time span, resulting in
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* seamless coverage of the whole timeline. Whenever a TimeAnchor is created, a relation
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* between nominal time, current engine latency and wall clock time is established, This way,
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* the TimeAnchor closure is the definitive binding between the abstract logical time of the
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* session timeline, and the real wall-clock time forming the deadline for rendering.
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*
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* \par internals
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* The time anchor associates a nominal time, defined on the implicit time grid
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* of some given Timings, with an actual wall clock time. Due to the usage situation,
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* the TimeAnchor takes on the secondary meaning of a breaking point; everything \em before
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* this anchor point has been handled during the preceding invocations of an ongoing chunk wise
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* partial evaluation of the timeline to be "performed" within this play process.
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* - the #timings_ serve as an abstracted grid (actually, the implementation
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* does refer to a grid defined somewhere within the session)
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* - the actual #anchorPoint_ is defined as frame number relative to this grid
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* - this anchor point is scheduled to happen at a #relatedRealTime_, based on
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* system's real time clock scale (typically milliseconds since 1970).
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* This schedule contains a compensation for engine and output latency.
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*
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* @remarks please note that time anchors are set per CalcStream.
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* Since different streams might use different frame grids, the rhythm
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* of these planning operations is likely to be specific for a given stream.
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* The relation to real time is established anew at each time anchor, so any
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* adjustments to the engine latency will be reflected in the planned job's
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* deadlines. Actually, the embedded Timings record is responsible for this
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* timing calculation and for fetching the current EngineConfig.
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*
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* @see Dispatcher
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* @see DispatcherInterface_test
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* @see Timings
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*/
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class TimeAnchor
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{
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play::Timings timings_;
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FrameCnt anchorPoint_;
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Time relatedRealTime_;
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static Time
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expectedTimeofArival (play::Timings const& timings, FrameCnt startFrame, Offset startDelay)
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{
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Duration totalLatency = startDelay
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+ timings.currentEngineLatency()
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+ timings.outputLatency;
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TimeVar deadline;
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switch (timings.playbackUrgency)
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{
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case play::ASAP:
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case play::NICE:
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deadline = RealClock::now() + totalLatency;
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break;
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case play::TIMEBOUND:
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deadline = timings.getTimeDue(startFrame) - totalLatency;
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break;
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}
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return deadline;
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}
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public:
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TimeAnchor (play::Timings timings, FrameCnt startFrame, Offset startDelay =Offset::ZERO)
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: timings_(timings)
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, anchorPoint_(startFrame)
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, relatedRealTime_(expectedTimeofArival(timings,startFrame,startDelay))
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{ }
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// using default copy operations
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/** set a follow-up TimeAnchor point.
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* After planning a chunk of jobs, the dispatcher uses
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* this function to set up a new breaking point (TimeAnchor)
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* and places a continuation job to resume the planning activity.
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* @note precisely satisfies the <i>planning chunk duration</i>
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* @return a frame number suitable to build the next TimeAnchor
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* based on the current play::Timings. This new start point
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* will be anchored at the grid point following the end of
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* the previous planning chunk, resulting in a seamless
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* coverage of the timeline
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*/
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FrameCnt
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getNextAnchorPoint() const
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{
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return timings_.establishNextPlanningChunkStart (this->anchorPoint_);
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}
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/** @internal for debugging and diagnostics:
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* explicitly cast this TimeAnchor onto the underlying
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* nominal time scale (as defined by the Timings of this
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* playback or render process). */
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operator lib::time::TimeValue() const
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{
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return timings_.getFrameStartAt (anchorPoint_);
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}
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/** @return the frame at which any job planning
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* for this planning chunk will start */
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FrameCnt getStartFrame() const
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{
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return anchorPoint_;
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}
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Offset
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remainingRealTimeFor (FrameCoord plannedFrame)
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//////////////////////////////////////////////////TODO break this into two sensible operations, using the deadline from the FrameCoord
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{
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FrameCnt frameOffset = plannedFrame.absoluteFrameNumber - anchorPoint_;
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return Offset(this->relatedRealTime_
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+ timings_.getRealOffset(frameOffset)
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- RealClock::now());
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}
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};
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}} // namespace proc::engine
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#endif
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