23 #ifndef ENGINE_NODEWIRING_OBSOLETE_H 24 #define ENGINE_NODEWIRING_OBSOLETE_H 43 namespace config {
class WiringFactoryImpl; }
70 asset::Proc::ProcFunc* function_;
74 makeOutDescriptor()
const 76 UNIMPLEMENTED (
"build new output descriptors for the node under construction");
80 makeInDescriptor()
const 82 UNIMPLEMENTED (
"build new input descriptors for the node under construction");
85 Connectivity::ProcFunc*
86 resolveProcessingFunction()
const 95 UNIMPLEMENTED (
"initiate generation of a new unique node-ID");
110 UNIMPLEMENTED (
"representation of the intended wiring");
121 UNIMPLEMENTED (
"wiring representation; hook up connections 1:1");
122 REQUIRE (predecessor);
134 UNIMPLEMENTED (
"wiring representation; define new connection");
143 UNIMPLEMENTED (
"wiring representation; define new connection");
152 UNIMPLEMENTED (
"wiring representation; define new connection");
165 long getFlags ()
const {
return flags_; }
191 template<
class STATE>
199 setup.makeInDescriptor(),
200 setup.resolveProcessingFunction(),
201 setup.createNodeID())
208 STATE thisStep (currentProcess, *
this, requestedOutputNr);
209 return thisStep.retrieve ();
218 std::unique_ptr<config::WiringFactoryImpl> pImpl_;
Abstraction: Array of const references.
WiringSituation(PNode predecessor)
Continue the wiring by hooking directly into the output of an existing predecessor node...
Actual implementation of the link between nodes, also acting as "track switch" for the execution path...
Memory management for the low-level model (render nodes network).
Any copy and copy construction prohibited.
WiringSituation & defineInput(uint inPin, PNode pred, uint outPin)
set up a connection leading to a specific input pin of the new node
WiringSituation & setFlag(long code)
set detail flags regarding the desired node operation mode
Steam-Layer implementation namespace root.
Abstraction to access the state of a currently ongoing render/calculation process, as it is tied to the supporting facilities of the vault layer.
Mix-Ins to allow or prohibit various degrees of copying and cloning.
key abstraction: data processing asset
Abstraction interface: array-like access by subscript.
A pile of objects sharing common allocation and lifecycle.
WiringSituation & resolveProcessor(asset::Proc const &procAsset)
trigger resolving of the actual processing function
Handle for a buffer for processing data, abstracting away the actual implementation.
Interface: Description of the input and output ports, processing function and predecessor nodes for a...
auto setup(FUN &&workFun)
Helper: setup a Worker-Pool configuration for the test.
WiringSituation & defineInput(PNode pred, uint outPin)
set up the next input connection, originating at a specific output pin of the predecessor ...
Identification tuple for denoting render nodes unambiguously.
Key abstraction of the Render Engine: A Data processing Node.
WiringSituation()
A default WiringSituation doesn't specify any connections.
virtual ProcFunc * resolveProcessor() const =0
resolve any plugin and configuration info to yield the actual media data processing function...
WiringSituation & defineInput(uint inPin, PNode pred)
set up the next input connection to a specific input pin, originating at a the next/sole output pin o...
Perform operations "for each element" of a collection.
Finding out about a concrete way of wiring up a ProcNode about to be built.
virtual BuffHandle callDown(StateClosure_OBSOLETE ¤tProcess, uint requestedOutputNr) const
the wiring-dependent part of the node operation.