MayaFlux 1.0.0
Digital-First Multimedia Processing Framework
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◆ Context

enum class MayaFlux::Journal::Context : uint8_t
strong

Execution contexts for log messages.

Represents the computational domain and thread context where a log message originates. This enables context-aware filtering, real-time safety validation, and performance analysis.

Enumerator
AudioCallback 

Audio callback thread - strictest real-time requirements.

GraphicsCallback 

Graphics/visual rendering callback - frame-rate real-time.

Realtime 

Any real-time processing context (generic)

AudioBackend 

Audio processing backend (Pipewire, wasapi, coreaudio)

GraphicsBackend 

Graphics/visual rendering backend (Vulkan, OpenGL)

InputBackend 

Input device backend (HID, MIDI, OSC)

NetworkBackend 

Network transport backend (UDP, TCP, SHM)

CustomBackend 

Custom user-defined backend.

GPUCompute 

GPU compute operations (shaders, GPGPU tasks)

Rendering 

GPU rendering operations (graphics pipeline, frame rendering)

Validation 
AudioSubsystem 

Audio subsystem operations (backend, device, stream management)

WindowingSubsystem 

Windowing system operations (Win32, Wayland, Cocoa)

GraphicsSubsystem 

Graphics subsystem operations (Vulkan, rendering pipeline)

InputSubsystem 

Input subsystem operations (device management, event dispatch)

NetworkSubsystem 

Network subsystem operations (endpoint management, data routing)

CustomSubsystem 

Custom user-defined subsystem.

NodeProcessing 

Node graph processing (Nodes::NodeGraphManager)

BufferProcessing 

Buffer processing (Buffers::BufferManager, processing chains)

BufferManagement 

Buffer Management (Buffers::BufferManager, creating buffers)

InputManagement 

Input management (Core::InputManager)

CoroutineScheduling 

Coroutine scheduling and temporal coordination (Vruta::TaskScheduler)

ContainerProcessing 

Container operations (Kakshya - file/stream/region processing)

ComputeMatrix 

Compute operations (Yantra - algorithms, matrices, DSP)

ImageProcessing 

Image processing tasks (filters, transformations)

ShaderCompilation 

Shader compilation tasks (Portal::Graphics::ShaderCompiler)

Worker 

Background worker thread (non-real-time scheduled tasks)

AsyncIO 

Async I/O operations ( network, streaming)

FileIO 

Filesystem I/O operations.

BackgroundCompile 

Background compilation/optimization tasks.

Networking 

Network operations (data transfer, protocol handling)

Init 

Engine/subsystem initialization.

Shutdown 

Engine/subsystem shutdown and cleanup.

Configuration 

Configuration and parameter updates.

UI 

User interface thread (UI events, rendering)

UserCode 

User script/plugin execution.

Interactive 

Interactive shell/REPL.

CrossSubsystem 

Cross-subsystem data sharing and synchronization.

ClockSync 

Clock synchronization (SampleClock, FrameClock coordination)

EventDispatch 

Event dispatching and coordination.

Runtime 

General runtime operations (default fallback)

Testing 

Testing/benchmarking context.

API 

API calls from external code.

Unknown 

Unknown or unspecified context.

Definition at line 60 of file JournalEntry.hpp.

60 : uint8_t {
61 // ============================================================================
62 // REAL-TIME CONTEXTS (must never block, allocate, or throw)
63 // ============================================================================
64
65 AudioCallback, ///< Audio callback thread - strictest real-time requirements
66 GraphicsCallback, ///< Graphics/visual rendering callback - frame-rate real-time
67 Realtime, ///< Any real-time processing context (generic)
68
69 // ============================================================================
70 // BACKEND CONTEXTS
71 // ============================================================================
72
73 AudioBackend, ///< Audio processing backend (Pipewire, wasapi, coreaudio)
74 GraphicsBackend, ///< Graphics/visual rendering backend (Vulkan, OpenGL)
75 InputBackend, ///< Input device backend (HID, MIDI, OSC)
76 NetworkBackend, ///< Network transport backend (UDP, TCP, SHM)
77 CustomBackend, ///< Custom user-defined backend
78
79 // ============================================================================
80 // GPU CONTEXTS
81 // ============================================================================
82 GPUCompute, ///< GPU compute operations (shaders, GPGPU tasks)
83 Rendering, ///< GPU rendering operations (graphics pipeline, frame rendering)
85
86 // ============================================================================
87 // SUBSYSTEM CONTEXTS
88 // ============================================================================
89
90 AudioSubsystem, ///< Audio subsystem operations (backend, device, stream management)
91 WindowingSubsystem, ///< Windowing system operations (Win32, Wayland, Cocoa)
92 GraphicsSubsystem, ///< Graphics subsystem operations (Vulkan, rendering pipeline)
93 InputSubsystem, ///< Input subsystem operations (device management, event dispatch)
94 NetworkSubsystem, ///< Network subsystem operations (endpoint management, data routing)
95 CustomSubsystem, ///< Custom user-defined subsystem
96
97 // ============================================================================
98 // PROCESSING CONTEXTS
99 // ============================================================================
100
101 NodeProcessing, ///< Node graph processing (Nodes::NodeGraphManager)
102 BufferProcessing, ///< Buffer processing (Buffers::BufferManager, processing chains)
103 BufferManagement, ///< Buffer Management (Buffers::BufferManager, creating buffers)
104 InputManagement, ///< Input management (Core::InputManager)
105 CoroutineScheduling, ///< Coroutine scheduling and temporal coordination (Vruta::TaskScheduler)
106 ContainerProcessing, ///< Container operations (Kakshya - file/stream/region processing)
107 ComputeMatrix, ///< Compute operations (Yantra - algorithms, matrices, DSP)
108 ImageProcessing, ///< Image processing tasks (filters, transformations)
109 ShaderCompilation, ///< Shader compilation tasks (Portal::Graphics::ShaderCompiler)
110
111 // ============================================================================
112 // WORKER CONTEXTS
113 // ============================================================================
114
115 Worker, ///< Background worker thread (non-real-time scheduled tasks)
116 AsyncIO, ///< Async I/O operations ( network, streaming)
117 FileIO, ///< Filesystem I/O operations
118 BackgroundCompile, ///< Background compilation/optimization tasks
119 Networking, ///< Network operations (data transfer, protocol handling)
120
121 // ============================================================================
122 // LIFECYCLE CONTEXTS
123 // ============================================================================
124
125 Init, ///< Engine/subsystem initialization
126 Shutdown, ///< Engine/subsystem shutdown and cleanup
127 Configuration, ///< Configuration and parameter updates
128
129 // ============================================================================
130 // USER INTERACTION CONTEXTS
131 // ============================================================================
132
133 UI, ///< User interface thread (UI events, rendering)
134 UserCode, ///< User script/plugin execution
135 Interactive, ///< Interactive shell/REPL
136
137 // ============================================================================
138 // COORDINATION CONTEXTS
139 // ============================================================================
140
141 CrossSubsystem, ///< Cross-subsystem data sharing and synchronization
142 ClockSync, ///< Clock synchronization (SampleClock, FrameClock coordination)
143 EventDispatch, ///< Event dispatching and coordination
144
145 // ============================================================================
146 // SPECIAL CONTEXTS
147 // ============================================================================
148
149 Runtime, ///< General runtime operations (default fallback)
150 Testing, ///< Testing/benchmarking context
151 API, ///< API calls from external code
152 Unknown ///< Unknown or unspecified context
153};
@ AudioBackend
Audio processing backend (Pipewire, wasapi, coreaudio)
@ 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)
@ NetworkBackend
Network transport backend (UDP, TCP, SHM)
@ AudioCallback
Audio callback thread - strictest real-time requirements.
@ NodeProcessing
Node graph processing (Nodes::NodeGraphManager)
@ NetworkSubsystem
Network subsystem operations (endpoint management, data routing)
@ 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.
@ InputManagement
Input management (Core::InputManager)
@ GraphicsBackend
Graphics/visual rendering backend (Vulkan, OpenGL)
@ Networking
Network operations (data transfer, protocol handling)
@ 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 (Win32, Wayland, Cocoa)
@ 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)
@ InputBackend
Input device backend (HID, MIDI, OSC)
@ InputSubsystem
Input subsystem operations (device management, event dispatch)
@ ShaderCompilation
Shader compilation tasks (Portal::Graphics::ShaderCompiler)
@ CustomSubsystem
Custom user-defined subsystem.
@ Testing
Testing/benchmarking context.
@ API
MayaFlux/API Wrapper and convenience functions.
void Init()
Initializes the default engine with default settings.
Definition Core.cpp:106