Lumiera
0.pre.03
»edit your freedom«
|
Go to the source code of this file.
Implementation of node wiring to build a render node network.
Definition in file nodewiring.cpp.
#include "steam/engine/procnode.hpp"
#include "steam/engine/nodewiring.hpp"
#include "steam/engine/nodeoperation.hpp"
#include "steam/engine/nodewiring-config.hpp"
#include "lib/meta/typelist-manip.hpp"
Classes | |
class | WiringDescriptorFactory< CONF > |
Fabricating a WiringDescriptor tailored for a specific node wiring situation. More... | |
struct | WiringFactoryImpl |
Typedefs | |
typedef Apply< AllFlagCombinations::List, DefineConfigByFlags > | AllConfigs |
build a configuration type for each of those flag combinations | |
typedef CombineFlags< AllFlags > | AllFlagCombinations |
build the list of all possible flag combinations | |
typedef Flags< CACHING, PROCESS, INPLACE >::Tuple | AllFlags |
typedef WiringDescriptor &() | FunctionType(WiringSituation const &) |
invocation signature of the factories | |
typedef Filter< AllConfigs::List, Instantiation< Strategy >::Test > | PossibleConfigs |
filter those configurations which actually define a wiring strategy | |
typedef ConfigSelector< WiringDescriptorFactory, FunctionType, AllocationCluster &> | WiringSelector |
preconfigured table of all possible factories | |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::engine | |
Lumiera's render engine core and operational control. | |
steam::engine::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. | |