- has to be prepared / supported by the RenderEnvironmentClosure
- actual translation happens when building the Dispatcher-Pipeline
- implementation delegate through
virtual size_t Dispatcher::resolveModelPort (ModelPort)
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
/*
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DispatchTable - implementation of frame job creation
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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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/** @file dispatch-table.cpp
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** Implementation details of render job generation.
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** @todo draft from 2011, stalled, relevance not yet clear
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*/
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#include "steam/engine/dispatch-table.hpp"
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//#include "lib/frameid.hpp"
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//#include "steam/state.hpp"
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namespace steam {
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namespace engine {
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/** */
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FrameCoord
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DispatchTable::locateRelative (FrameCoord const&, FrameCnt frameOffset)
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{
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UNIMPLEMENTED ("real implementation of the core dispatch operation");
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}
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bool
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DispatchTable::isEndOfChunk (FrameCnt, ModelPort port)
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{
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UNIMPLEMENTED ("determine when to finish a planning chunk");
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}
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JobTicket&
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DispatchTable::accessJobTicket (size_t, TimeValue nominalTime)
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{
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UNIMPLEMENTED ("hook into the real implementation of the model backbone / segmentation");
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}
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size_t
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DispatchTable::resolveModelPort (ModelPort modelPort)
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{
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UNIMPLEMENTED ("some Map lookup in a prepared table to find out the actual slot number");
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}
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}} // namespace engine
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