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Lumiera 0.pre.04
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Service abstraction within the render engine for generating render jobs. More...
Go to the source code of this file.
Service abstraction within the render engine for generating render jobs.
On interface level, the render engine uses the notion of a calculation stream to represent an ongoing rendering process. Within the implementation of such a process, the Dispatcher is responsible for transforming the generic setup of such a calculation stream into a sequence of concrete jobs, anchored at some distinct point in time.
Definition in file dispatcher.hpp.
#include "steam/common.hpp"#include "steam/mobject/model-port.hpp"#include "steam/engine/job-ticket.hpp"#include "steam/engine/job-planning.hpp"#include "steam/play/timings.hpp"#include "steam/play/output-slot.hpp"#include "lib/iter-explorer.hpp"#include "lib/time/timevalue.hpp"#include "lib/nocopy.hpp"#include <functional>#include <utility>#include <tuple>Namespaces | |
| namespace | steam |
| Steam-Layer implementation namespace root. | |
| namespace | steam::engine |
| Lumiera's render engine core and operational control. | |
Classes | |
| 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... | |
| struct | Dispatcher::PipeFrameTick |
| Job-planning Step-1: establish a sequence of frame start times. More... | |
| struct | Dispatcher::PipelineBuilder< SRC > |
| A Builder wrapper, allowing to build a Job-planning pipeline step by step, while supplying contextual information from the CalcStream. More... | |
| struct | Dispatcher::PlanningPipeline< PIP > |
| A complete job-planning pipeline: this »Lumiera Forward Iterator« drives the actual job-planning process on-demand. More... | |