* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
226 lines
7.6 KiB
C++
226 lines
7.6 KiB
C++
/*
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EngineService - primary service access point for using the renderengine
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Copyright (C)
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2011, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file engine-service.cpp
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** Implementation parts related to the engine service abstraction
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** @warning as of 4/2023 Render-Engine integration work is underway ////////////////////////////////////////TICKET #1233
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*/
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#include "steam/engine/engine-service.hpp"
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#include "lib/itertools.hpp"
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//#include <string>
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//#include <memory>
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#include <functional>
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namespace steam {
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namespace engine{
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// using std::string;
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// using lumiera::Subsys;
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using std::function;
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using std::bind;
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using std::ref;
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using lib::iter_source::transform;
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using lib::append_all;
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namespace { // hidden local details of the service implementation....
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} // (End) hidden service impl details
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/** storage for the EngineService interface object */
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lib::Depend<EngineService> EngineService::instance;
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/** */
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EngineService::EngineService()
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{ }
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/** core operation: activate the Lumiera Render Engine.
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* Invoking this service effectively hooks up each channel
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* of the given model exit point to deliver into the corresponding
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* output sink on the given OutputConnection (which is assumed
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* to be already allocated for active use by this connection).
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* The generated calculation streams represent actively ongoing
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* calculations within the engine, started right away, according
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* to the given timing constraints and service quality.
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*/
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CalcStreams
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EngineService::calculate(ModelPort mPort,
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Timings nominalTimings,
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OutputConnection& output,
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Quality serviceQuality)
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{ //////////////////////////////////////////////////TICKET #1301 : prepare proper Dispatcher here, including translation ModelPort -> portIDX
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RenderEnvironment& renderConfig = configureCalculation (mPort,nominalTimings,serviceQuality);
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function<CalcStream(play::DataSink)> triggerRenderStart = bind (activateCalculation, _1, ref(renderConfig));
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CalcStreams runningCalculations;
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append_all (transform (output.getOpenedSinks()
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,triggerRenderStart
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)
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,runningCalculations);
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return runningCalculations;
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/////////////////////////////////////////////////////////////////////////////////////////////TICKET #874 : use a pipeline builder to write it as follows:
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// treat_all(output.getOpenedSinks())
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// .apply (activateCalculation, _1, renderConfig)
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// .buildVector();
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}
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/** */
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CalcStreams
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EngineService::calculateBackground(ModelPort mPort,
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Timings nominalTimings,
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Quality serviceQuality)
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{
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UNIMPLEMENTED ("build calculation streams for background rendering");
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}
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/** @internal build a representation of a single, ongoing calculation effort.
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* This "CalcStream" is tied to the actual engine implementation, but only
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* through an opaque link, representing this concrete engine as an
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* engine::RenderEnvironment closure. This enables the created CalcStream
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* to be re-configured and adjusted while running.
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*/
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CalcStream
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EngineService::activateCalculation (play::DataSink sink, RenderEnvironment& engineCallback)
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{
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CalcStream calcStream(engineCallback);
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calcStream.sendToOutput (sink); ////////////////////////////////////////////////////TICKET #1297 : need to re-think the association ModelPort ⟷ output sink
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return calcStream;
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}
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/** @internal extension point
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* Create the environment for rendering a connected and related set of output streams.
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* Configure and prepare all the internal components, pre-allocate resources and add
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* entries to the registration tables necessary to get the related render activities
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* into "running" state. The created setup will typically be used to generate all
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* the individual channel streams linked together for playback or rendering;
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* they all share the same media type and quality settings.
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* @return an abstracted representation of the specific setup for this render;
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* from this point on, this RenderEnvironment closure will be the only way
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* for client code to talk to "the engine". The actual instance of this
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* closure is just a handle and can be copied; any CalcStream created
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* off this closure will be linked to the same "environment" and be
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* tracked and managed for resource usage automatically.
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* @note variations and especially mock implementations of the render engine
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* might choose to configure internals differently. As long as the
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* CalcStream and the embedded RenderEnvironment are consistent,
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* such a specific configuration remains opaque for the user of
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* the created render activity
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*/
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RenderEnvironment&
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EngineService::configureCalculation (ModelPort mPort,
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Timings nominalTimings,
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Quality serviceQuality)
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{
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UNIMPLEMENTED ("Access and wire to the Scheduler-frontend. "
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"Then access the Segmentation and invoke a builder function for a suitable dispatcher table. "
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"Package all of this into a suitable RenderEnvironementClosure subclass.");
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RenderEnvironment* todo_fake(0); ////KABOOOM
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return *todo_fake;
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}
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/**
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* Switch the complete engine into diagnostics mode.
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* This activates additional logging and reporting facilities,
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* allowing to verify some specific operations within the engine
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* did indeed happen. Activating this mode incurs a performance hit.
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*/
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void
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EngineService::activateTracing()
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{
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UNIMPLEMENTED ("tracing/diagnostics mode of the render engine");
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}
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void
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EngineService::disableTracing()
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{
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UNIMPLEMENTED ("tracing/diagnostics mode of the render engine");
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///////////TODO ensure this is EX_FREE
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}
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/* ===== Quality-of-Service ===== */
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enum CalcType {
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PLAYBACK,
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RENDER,
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BACKGROUND
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};
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class DefaultQoS
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: public EngineService::Quality
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{
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CalcType type_;
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public:
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DefaultQoS (CalcType type)
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: type_(type)
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{ }
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};
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class PriorityQoS
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: public DefaultQoS
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{
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public:
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PriorityQoS ()
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: DefaultQoS(PLAYBACK)
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{ }
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};
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class Compromise
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: public DefaultQoS
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{
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public:
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Compromise (CalcType type)
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: DefaultQoS(type)
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{ }
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};
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EngineService::QoS_Definition EngineService::QoS_DEFAULT = QoS_Definition::build<DefaultQoS> (PLAYBACK);
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EngineService::QoS_Definition EngineService::QoS_BACKGROUND = QoS_Definition::build<DefaultQoS> (BACKGROUND);
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EngineService::QoS_Definition EngineService::QoS_COMPROMISE = QoS_Definition::build<Compromise> (PLAYBACK);
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EngineService::QoS_Definition EngineService::QoS_PERFECT_RESULT = QoS_Definition::build<DefaultQoS> (RENDER);
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EngineService::QoS_Definition EngineService::QoS_SYNC_PRIORITY = QoS_Definition::build<PriorityQoS>();
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}} // namespace steam::engine
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