...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
120 lines
3.5 KiB
C++
120 lines
3.5 KiB
C++
/*
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RenderDrive - repetitively advancing a render calculation stream
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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 render-drive.cpp
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** Implementation elements of render process planning.
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** @todo 4/2023 »Playback Vertical Slice« -- effort towards first integration of render process ////////////TICKET #1221
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*/
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#include "steam/engine/render-drive.hpp"
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#include "steam/engine/frame-coord.hpp"
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#include "steam/engine/job-ticket.hpp"
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#include "lib/time/timevalue.hpp"
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//#include "lib/frameid.hpp"
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//#include "steam/state.hpp"
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#include <boost/functional/hash.hpp>
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namespace steam {
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namespace engine {
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/** entry point (interface JobClosure): invoke the concrete job operation.
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* In this case, the job operation is responsible for planning a chunk of actual render jobs.
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*/
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void
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RenderDrive::invokeJobOperation (JobParameter parameter)
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{
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ASSERT (parameter.nominalTime == getTimings().getFrameStartAt (parameter.invoKey.frameNumber));
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this->performJobPlanningChunk (parameter.invoKey.frameNumber);
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}
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void
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RenderDrive::signalFailure (JobParameter parameter, JobFailureReason reason)
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{
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UNIMPLEMENTED ("what needs to be done when a planning continuation cant be invoked?");
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}
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bool
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RenderDrive::verify (Time nominalTime, InvocationInstanceID invoKey) const
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{
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UNIMPLEMENTED ("the actual meat: advance the render process");
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return getTimings().isValid()
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&& Time::MIN < nominalTime && nominalTime < Time::MAX
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&& nominalTime == getTimings().getFrameStartAt (invoKey.frameNumber);
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}
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InvocationInstanceID
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RenderDrive::buildInstanceID (HashVal seed) const
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{
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UNIMPLEMENTED ("systematically generate an invoKey, distinct for the nominal time");
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}
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size_t
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RenderDrive::hashOfInstance (InvocationInstanceID invoKey) const
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{
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UNIMPLEMENTED ("the actual meat: advance the render process");
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return boost::hash_value (invoKey.frameNumber);
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}
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Job
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RenderDrive::prepareRenderPlanningFrom (FrameCnt startFrame)
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{
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InvocationInstanceID invoKey;
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invoKey.frameNumber = startFrame;/////////////////////////////////////////////////////////TICKET #1301 : Job should be created similar to what JobTicket does
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Time nominalPlanningStartTime = getTimings().getFrameStartAt (startFrame);
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return Job(*this, invoKey, nominalPlanningStartTime);
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}
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void
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RenderDrive::performJobPlanningChunk(FrameCnt nextStartFrame)
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{
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TimeAnchor refPoint(getTimings(), nextStartFrame);
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UNIMPLEMENTED ("the actual meat: advance the render process");
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}
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Job
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RenderDrive::buildFollowUpJobFrom (TimeAnchor const& refPoint)
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{
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return this->prepareRenderPlanningFrom(
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refPoint.getNextAnchorPoint());
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}
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}} // namespace engine
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