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fixture.hpp File Reference

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Description

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".

Todo:

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.