6#include "source_location"
9#ifdef MAYAFLUX_PLATFORM_WINDOWS
158 std::string_view msg,
159 std::source_location loc = std::source_location::current())
165 , timestamp(
std::chrono::steady_clock::now())
171 return std::string(Utils::enum_to_string(sev));
176 return std::string(Utils::enum_to_string(comp));
181 return std::string(Utils::enum_to_string(ctx));
Context
Execution contexts for log messages.
@ AudioBackend
Audio processing backend (RtAudio, JACK, ASIO)
@ ComputeMatrix
Compute operations (Yantra - algorithms, matrices, DSP)
@ CustomBackend
Custom user-defined backend.
@ EventDispatch
Event dispatching and coordination.
@ CrossSubsystem
Cross-subsystem data sharing and synchronization.
@ UserCode
User script/plugin execution.
@ Shutdown
Engine/subsystem shutdown and cleanup.
@ Interactive
Interactive shell/REPL.
@ Configuration
Configuration and parameter updates.
@ ContainerProcessing
Container operations (Kakshya - file/stream/region processing)
@ BufferManagement
Buffer Management (Buffers::BufferManager, creating buffers)
@ AudioSubsystem
Audio subsystem operations (backend, device, stream management)
@ AudioCallback
Audio callback thread - strictest real-time requirements.
@ NodeProcessing
Node graph processing (Nodes::NodeGraphManager)
@ Worker
Background worker thread (non-real-time scheduled tasks)
@ ClockSync
Clock synchronization (SampleClock, FrameClock coordination)
@ UI
User interface thread (UI events, rendering)
@ BufferProcessing
Buffer processing (Buffers::BufferManager, processing chains)
@ BackgroundCompile
Background compilation/optimization tasks.
@ FileIO
Filesystem I/O operations.
@ GraphicsBackend
Graphics/visual rendering backend (Vulkan, OpenGL)
@ Init
Engine/subsystem initialization.
@ Realtime
Any real-time processing context (generic)
@ AsyncIO
Async I/O operations ( network, streaming)
@ Rendering
GPU rendering operations (graphics pipeline, frame rendering)
@ CoroutineScheduling
Coroutine scheduling and temporal coordination (Vruta::TaskScheduler)
@ WindowingSubsystem
Windowing system operations (GLFW, SDL)
@ GPUCompute
GPU compute operations (shaders, GPGPU tasks)
@ Runtime
General runtime operations (default fallback)
@ GraphicsSubsystem
Graphics subsystem operations (Vulkan, rendering pipeline)
@ GraphicsCallback
Graphics/visual rendering callback - frame-rate real-time.
@ ImageProcessing
Image processing tasks (filters, transformations)
@ ShaderCompilation
Shader compilation tasks (Portal::Graphics::ShaderCompiler)
@ CustomSubsystem
Custom user-defined subsystem.
@ Testing
Testing/benchmarking context.
@ Yantra
DSP algorithms, computational units, matrix operations, Grammar.
@ Vruta
Coroutines, schedulers, clocks, task management.
@ Nodes
DSP Generator and Filter Nodes, graph pipeline, node management.
@ USER
User code, scripts, plugins.
@ Portal
High-level user-facing API layer.
@ Buffers
Buffers, Managers, processors and processing chains.
@ Registry
Backend and service registry.
@ Core
Core engine, backend, subsystems.
@ Kakshya
Containers[Signalsource, Stream, File], Regions, DataProcessors.
@ IO
Networking, file handling, streaming.
@ API
MayaFlux/API Wrapper and convenience functions.
@ Kriya
Automatable tasks and fluent scheduling api for Nodes and Buffers.
JournalEntry(Severity sev, Component comp, Context ctx, std::string_view msg, std::source_location loc=std::source_location::current())
std::chrono::steady_clock::time_point timestamp
static std::string component_to_string(Component comp)
static std::string severity_to_string(Severity sev)
static std::string context_to_string(Context ctx)
std::source_location location
A log entry structure to encapsulate log message details.