LUMIERA.clone/src/steam/engine/calc-stream.hpp
Ichthyostega b4c0ffab25 Job-Planning: Analysis for the next step
...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
2023-05-26 04:20:12 +02:00

136 lines
4.6 KiB
C++

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