29 #ifndef STEAM_INTERFACE_STATE_H 30 #define STEAM_INTERFACE_STATE_H 47 class BuffTableStorage;
Abstraction to access the state of a currently ongoing render/calculation process, as it is tied to the supporting facilities of the vault layer.
Identification tuple for addressing frames unambiguously.
Obsolete, to be rewritten /////TICKET #826.
Marker tuple to identify a specific frame.
virtual void releaseBuffer(BuffHandle &)=0
resign control of the buffer denoted by the handle
virtual BuffHandle allocateBuffer(const lumiera::StreamType *)=0
allocate a new writable buffer with type and size according to the BufferDescriptor.
Adapter to shield the ProcNode from the actual buffer management, allowing the processing function wi...
Steam-Layer implementation namespace root.
virtual BuffTableStorage & getBuffTableStorage()=0
necessary for creating a local BuffTableChunk
virtual BuffHandle fetch(FrameID const &)=0
try to fetch an existing buffer containing the denoted frame from a cache or similar backing system (...
virtual FrameID const & genFrameID(NodeID const &, uint chanNo)=0
generate (or calculate) an ID denoting a media data frame appearing at the given position in the rend...
virtual void is_calculated(BuffHandle const &)=0
declare the data contained in the Buffer to be ready.
virtual State & getCurrentImplementation()=0
resolves to the State object currently "in charge".
A front-end to support the buffer management within the render nodes.
Lumiera error handling (C++ interface).
Handle for a buffer for processing data, abstracting away the actual implementation.
Identification tuple for denoting render nodes unambiguously.