Lumiera
0.pre.03
»edit your freedom«
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Lumiera's render engine core and operational control.
Backbone of the engine, render nodes base and cooperation. A good deal of the active engine code is outside the scope of the Steam-Layer, e.g. code located in vault services and plugins.
Namespaces | |
config | |
Policies, definitions and tweaks to control the actual setup and behaviour of the render engine, and the way, render nodes are wired and instantiated. | |
Typedefs | |
typedef std::vector< CalcStream > | CalcStreams |
using | ExitNodes = std::deque< engine::ExitNode > |
typedef steam::play::OutputSlot::Allocation | OutputConnection |
typedef ProcNode * | PNode |
typedef Trafo * | PTrafo |
typedef EngineService::Quality | Quality |
Enumerations | |
enum | BufferState { NIL, FREE, LOCKED, EMITTED, BLOCKED } |
Buffer states usable within BufferProvider and stored within the metadata. More... | |
enum | CalcType { PLAYBACK, RENDER, BACKGROUND } |
Classes | |
class | ActualInvocationProcess |
The real invocation context state implementation. More... | |
struct | AllocBufferFromCache |
< using the global current State, which will delegate to Cache More... | |
struct | AllocBufferFromParent |
< using the parent StateAdapter for buffer allocations More... | |
class | BufferDescriptor |
An opaque descriptor to identify the type and further properties of a data buffer. More... | |
class | BufferMetadata |
Registry for managing buffer metadata. More... | |
class | BufferProvider |
Interface: a facility providing and managing working buffers for media calculations. More... | |
class | BuffHandle |
Handle for a buffer for processing data, abstracting away the actual implementation. More... | |
struct | BuffTable |
Obsolete, to be rewritten /////TICKET #826. More... | |
class | BuffTableChunk |
Obsolete, to be rewritten /////TICKET #826 to be allocated on the stack while evaluating a ProcNode::pull() call. More... | |
class | BuffTableStorage |
Obsolete, to be rewritten /////TICKET #826. More... | |
class | CalcStream |
A calculation stream groups and abstracts a series of calculation jobs, delivering frames into the configured OutputSlot in a timely fashion. More... | |
struct | ChannelDescriptor |
class | Compromise |
class | DefaultQoS |
class | DiagnosticBufferProvider |
Helper for unit tests: Buffer provider reference implementation. More... | |
class | Dispatcher |
Internal abstraction: a service within the engine for translating a logical calculation stream (corresponding to a PlayProcess) into a sequence of individual RenderJob entries for calculations and data access. More... | |
class | DispatchTable |
class | EngineDiagnostics |
Render engine diagnostic facility. More... | |
class | EngineService |
A service to schedule series of calculations, delivering the rendered data into an external output sink in a timely fashion. More... | |
class | EngineServiceMock |
Variant of the render engine, reconfigured for mock operation. More... | |
class | ExitNode |
A top-level point in the render node network where data generation can be driven. More... | |
struct | InChanDescriptor |
struct | Invocation |
Invocation context state. More... | |
class | JobPlanning |
View on the execution planning for a single calculation step. More... | |
class | JobTicket |
execution plan for pulling a specific exit node. More... | |
class | LocalKey |
an opaque ID to be used by the BufferProvider implementation. More... | |
class | Mask |
class | NodeFactory |
Create processing nodes based on given objects of the high-level model. More... | |
class | NodeWiring |
Actual implementation of the link between nodes, also acting as "track switch" for the execution path chosen while operating the node network for rendering. More... | |
class | PriorityQoS |
class | ProcNode |
Key abstraction of the Render Engine: A Data processing Node. More... | |
class | RenderDrive |
The active drive to keep the render process going – implemented as a job planning job, that repeatedly triggers itself again for the next planning chunk. More... | |
class | RenderEngine |
class | RenderEnvironment |
Abstract definition of the environment hosting a given render activity (CalcStream). More... | |
class | RenderGraph |
class | RenderInvocation |
class | Source |
Source Node: represents a media source to pull data from. More... | |
class | State |
Abstraction to access the state of a currently ongoing render/calculation process, as it is tied to the supporting facilities of the vault layer. More... | |
class | StateAdapter |
Adapter to shield the ProcNode from the actual buffer management, allowing the processing function within ProcNode to use logical buffer IDs. More... | |
class | StateProxy |
class | TrackingHeapBlockProvider |
simple BufferProvider implementation with additional allocation tracking. More... | |
struct | TypeHandler |
A pair of functors to maintain a datastructure within a buffer. More... | |
class | WiringDescriptor |
Interface: Description of the input and output ports, processing function and predecessor nodes for a given ProcNode. More... | |
class | WiringFactory |
class | WiringSituation |
Finding out about a concrete way of wiring up a ProcNode about to be built. More... | |
Functions | |
LUMIERA_ERROR_DECLARE (BUFFER_MANAGEMENT) | |
Problem providing working buffers. | |
LUMIERA_ERROR_DEFINE (BUFFER_MANAGEMENT, "Problem providing working buffers") | |
typedef Trafo* PTrafo |
Definition at line 62 of file nodefactory.hpp.
enum BufferState |
Buffer states usable within BufferProvider and stored within the metadata.
Definition at line 92 of file buffer-metadata.hpp.