Looks like some code archaeology is required to sort apart the various effort to get this topic started....
149 lines
5.3 KiB
C++
149 lines
5.3 KiB
C++
/*
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EXIT-NODE.hpp - top-level node of the render network to pull generated media
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Copyright (C) Lumiera.org
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2023, 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 exit-node.hpp
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** Effective top-level exit point to pull rendered data from the nodes network.
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**
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** @todo 6/2023 WIP-WIP used as placeholder; relation to ProcNode not yet determined /////////////TICKET #1306
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** @see proc-node.hpp
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*/
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#ifndef ENGINE_EXIT_NODE_H
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#define ENGINE_EXIT_NODE_H
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#include "lib/error.hpp"
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#include "lib/nocopy.hpp"
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#include "lib/hash-value.h"
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#include "lib/iter-adapter-stl.hpp"
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#include "lib/time/timevalue.hpp"
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#include "vault/gear/job.h" //////////////////////////////////////////////////////////////////TICKET #1295 : rather need a way to retrieve a real JobFunctor building block from the ProcNode
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#include <utility>
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#include <deque>
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using lib::HashVal;
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using lib::time::FSecs; ////TODO using hard wired value
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using lib::time::Duration;
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namespace steam {
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namespace engine {
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class ExitNode;
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using ExitNodes = std::deque<engine::ExitNode>;
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using vault::gear::JobFunctor;
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namespace {// hard wired placeholder config....
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const Duration DUMMY_JOB_RUNTIME{FSecs{1,50}};
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}
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/**
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* A top-level point in the render node network where data generation can be driven.
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*
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* @todo 6/2023 for the »Playback Vertical Slice« we need somehow to represent "the nodes",
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* while the final solution how to hook up ProcNode and how to represent prerequisites
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* remains still to be settled. So this is a placeholder to support mock testing for now.
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* @warning ExitNode should ideally be NonCopyable, since it is referred by the JobTicket
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* However, we need to clone-and-remould Segments (Split-Splice-Algo), and this implies
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* that the render nodes can be shared among multiple Segments. If all these assessments
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* are correct an only be decided when the actual memory management is settled.
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*/
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class ExitNode
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: util::Cloneable
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{
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HashVal pipelineIdentity_; //////////////////////////////////////////////////////////TICKET #1293 : Hash-Chaining for invocation-ID... derive from ProcNode wiring
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Duration runtimeBound_; ///////////////////////////////////////////////////////////TICKET #1283 : integrate with dynamic runtime observation
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ExitNodes prerequisites_; ////////////////////////////////////////////////////////////TICKET #1306 : actual access to low-level-Model (ProcNode)
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JobFunctor* action_{nullptr}; /////////////////////////////////////////////////////////////TICKET #1295 : link to actual implementation action in low-level-Model
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public:
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ExitNode()
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: pipelineIdentity_{0}
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, runtimeBound_{DUMMY_JOB_RUNTIME}
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, prerequisites_{}
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{ }
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ExitNode (HashVal id
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,Duration jobRuntime
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,ExitNodes&& prereq =ExitNodes{}
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,JobFunctor* functor =nullptr)
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: pipelineIdentity_{id}
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, runtimeBound_{jobRuntime}
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, prerequisites_{std::move (prereq)}
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, action_{functor}
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{ }
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explicit
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ExitNode (HashVal id
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,ExitNodes&& prereq =ExitNodes{})
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: ExitNode{id, DUMMY_JOB_RUNTIME, std::move(prereq)}
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{ }
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static ExitNode NIL;
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bool
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empty() const
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{
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return 0 == pipelineIdentity_
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or not action_;
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}
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bool
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isValid() const
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{
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return true; ///////////////////////////////////////////////////////////////////////TICKET #826 : ProcNode groundwork; integrate self-validation of render network
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}
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HashVal
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getPipelineIdentity() const
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{
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return pipelineIdentity_;
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}
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auto
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getPrerequisites() const
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{
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return lib::iter_stl::eachElm (prerequisites_);
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}
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JobFunctor&
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getInvocationFunctor() const
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{
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REQUIRE (action_);
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return *action_; ///////////////////////////////////////////////////////////////////////TICKET #1295 : decision on actual JobFunctor and invocation parameters
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}
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Duration
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getUpperBoundRuntime() const
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{
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///////////////////////////////////////////////////////////////////////////TICKET #1283 : lay foundation how to observe timing behaviour for a render pipeline
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return runtimeBound_;
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}
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};
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}} // namespace steam::engine
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#endif /*ENGINE_EXIT_NODE_H*/
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