36 #ifndef ENGINE_STATEPROXY_H 37 #define ENGINE_STATEPROXY_H 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.
Access point to an ongoing render's processing state.
BuffHandle allocateBuffer(const lumiera::StreamType *)
Steam-Layer implementation namespace root.
void is_calculated(BuffHandle const &bh)
declare the data contained in the Buffer to be ready.
FrameID const & genFrameID(NodeID const &, uint chanNo)
generate (or calculate) an ID denoting a media data frame appearing at the given position in the rend...
void releaseBuffer(BuffHandle &bh)
resign control of the buffer denoted by the handle
BuffTableStorage & getBuffTableStorage()
necessary for creating a local BuffTableChunk
Handle for a buffer for processing data, abstracting away the actual implementation.
virtual State & getCurrentImplementation()
resolves to the State object currently "in charge".
Identification tuple for denoting render nodes unambiguously.
BuffHandle fetch(FrameID const &fID)
try to fetch an existing buffer containing the denoted frame from a cache or similar backing system (...