134#ifndef STEAM_ENGINE_MEDIA_WEAVING_PATTERN_H
135#define STEAM_ENGINE_MEDIA_WEAVING_PATTERN_H
182 static_assert (_verify_usable_as_InvocationAdapter<Feed>());
192 template<
typename...ARGS>
207 ENSURE (
leadPort_.size() <= INVO::FAN_I);
208 ENSURE (
outTypes_.size() <= INVO::FAN_O);
215 if constexpr (Feed::hasInput())
219 feed.inBuff.createAt(i, move(inputData));
231 feed.outBuff.createAt(i, move(resultData));
245 if constexpr (Feed::hasInput())
252 feed.outBuff[i].emit();
254 feed.outBuff[i].release();
256 ENSURE (
resultSlot_ < INVO::FAN_O,
"invalid result buffer configured.");
Abstraction: Fixed array of elements.
Handle for a buffer for processing data, abstracting away the actual implementation.
Communication hub to coordinate and activate the »Render Node Network« performance.
Any copy and copy construction prohibited.
Adapter to connect parameters and data buffers to an external processing function.
std::optional< BuffHandle > OptionalBuff
Steam-Layer implementation namespace root.
Abstraction interface: array-like random access by subscript.
Basic set of definitions and includes commonly used together.
A actual state of a rendering evaluation parametrised for a single job.
Fixed standard setup used in each Port of the Render Node to generate data.