Lumiera
0.pre.03
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Go to the source code of this file.
Backbone data structure of the low-level render node model The fixture defines the boundary between the Session (high-level) realm and the internals of the render engine.
The goal of a Builder run is to build a new Fixture. All relative or indirect referrals are resolved at that point and all time positions or output designations are made explicit. The Fixture defines a Segmentation of every (top-level) timeline, and thus defines those segments which can be rendered with a single wiring configuration. This Segmentation, as defined as part of the Fixture, is also the foundation for memory management within the engine model, since the allocation of render nodes for a given segment happens at once, and segments are obliterated as a whole, when being replaced by a new version as result of a more recent builder run. Ongoing render processes are also tracked per segment, which allows the individual calculation steps just to assume the data is "there".
WIP implementation of session core from 2010
as of 2016, this effort is considered stalled but basically valid
Definition in file fixture.hpp.
#include "steam/fixture/segmentation.hpp"
#include "steam/mobject/session/fork.hpp"
#include "steam/mobject/explicitplacement.hpp"
#include "steam/mobject/session/auto.hpp"
#include "lib/nocopy.hpp"
#include <memory>
#include <list>
Classes | |
class | Fixture |
Typedefs | |
using | PFixture = shared_ptr< Fixture > |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::fixture | |
Fixture and low-level-Model. | |