...which is build a »Job planning pipeline« step by step in a test setup, and then factor that out as RenderDrive, to supersede the existing CalcPlanContinuation and get rid of the Monads this way... Challenges - there is a inconsistency with channel usage - need to establish a way how to transport the output-Sink into the JobFunctor - need a way to propagate the current frame number to the next planning chunk
136 lines
4.6 KiB
C++
136 lines
4.6 KiB
C++
/*
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CALC-STREAM.hpp - abstraction representing a series of scheduled calculations
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Copyright (C) Lumiera.org
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2011, 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-stream.hpp
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** A core abstraction within the render engine to represent an ongoing calculation.
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** Within the Lumiera render engine, the rendering process is modelled in a functional way,
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** as a _stream of calculations_ -- which eventually result in a stream of data frames.
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** Typically, streams in this context are conceived as unlimited and open-ended, and
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** can be represented by a generator or continuation function. Moreover, the invocation
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** of this "continue-the-stream"-function is embedded into the other rendering calculations
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** as a series of planning jobs. Whose purpose is, to create further future calculation jobs,
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** including future planning jobs.
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**
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** All of this structure thus exists only dynamically, always in ongoing evaluation.
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** For the interface level we thus create a symbolic placeholder, the CalcStream object
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**
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** @see engine-service.hpp
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** @todo this draft was created in 2013 just to the point of defining the skeleton of the engine.
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** @todo as of 2016, this is considered the way to go and will be completed _eventually_
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*/
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#ifndef STEAM_ENGINE_CALC_STREAM_H
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#define STEAM_ENGINE_CALC_STREAM_H
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#include "lib/error.hpp"
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#include "steam/play/timings.hpp"
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#include "steam/play/output-slot.hpp"
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#include "steam/engine/render-drive.hpp"
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//#include "include/dummy-player-facade.h"
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//#include "include/display-facade.h"
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//#include "common/instancehandle.hpp"
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//#include "lib/singleton-ref.hpp"
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//
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//#include <string>
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#include <vector>
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#include <memory>
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namespace steam {
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namespace engine{
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namespace error = lumiera::error;
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// using std::string;
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// using lumiera::Subsys;
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// using lumiera::Display;
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// using lumiera::DummyPlayer;
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class RenderEnvironment;
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/*****************************************************//**
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* A calculation stream groups and abstracts a series of
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* calculation jobs, delivering frames into the configured
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* OutputSlot in a timely fashion. Behind the scenes, this
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* "stream of calculations" will be translated into several
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* jobs enqueued with the scheduler in the Vault Layer.
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* The implementation of the \link Dispatcher frame dispatch
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* step \endlink cares to create and configure these jobs
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* and to manage the necessary dependencies and callbacks.
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*
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* Regarding the implementation, a CalcStream is an const
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* value object holding the metadata necessary to manage
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* the underlying jobs. The only way to create a CalcStream
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* properly is to retrieve it from the factory functions
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* of the EngineService. At that point, the corresponding
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* jobs will already be configured and enqueued.
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*/
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class CalcStream
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{
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std::shared_ptr<RenderDrive> drive_;
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//////////////////////////////////////////////////////////////////////TICKET #1301 : need to pass-on the output sink association (and the ModelPort)
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protected:
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CalcStream (RenderEnvironment& abstractEngine)
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: drive_{}/////////////////////////////////////////////////TODO
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{ }
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friend class EngineService;
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void
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sendToOutput (play::DataSink)
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{
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UNIMPLEMENTED ("set up dispatcher to start calculating and feeding to the given output sink");
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}
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public:
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CalcStream()
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: drive_{}
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{ }
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~CalcStream() { }
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// using standard copy operations
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};
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typedef std::vector<CalcStream> CalcStreams; //////////////////////////////////////////////////////TICKET #1297 : probably unnecessary, since we intend to connect always one Feed per ModelPort (and handle multiple channels internally, in the processing nodes)
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}}// namespace steam::engine
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#endif /*STEAM_ENGINE_CALC_STREAM_H*/
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