MayaFlux 0.4.0
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 (RtAudio, JACK, ASIO)

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)

AudioSubsystem 

Audio subsystem operations (backend, device, stream management)

WindowingSubsystem 

Windowing system operations (GLFW, SDL)

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 (RtAudio, JACK, ASIO)
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)
84
85 // ============================================================================
86 // SUBSYSTEM CONTEXTS
87 // ============================================================================
88
89 AudioSubsystem, ///< Audio subsystem operations (backend, device, stream management)
90 WindowingSubsystem, ///< Windowing system operations (GLFW, SDL)
91 GraphicsSubsystem, ///< Graphics subsystem operations (Vulkan, rendering pipeline)
92 InputSubsystem, ///< Input subsystem operations (device management, event dispatch)
93 NetworkSubsystem, ///< Network subsystem operations (endpoint management, data routing)
94 CustomSubsystem, ///< Custom user-defined subsystem
95
96 // ============================================================================
97 // PROCESSING CONTEXTS
98 // ============================================================================
99
100 NodeProcessing, ///< Node graph processing (Nodes::NodeGraphManager)
101 BufferProcessing, ///< Buffer processing (Buffers::BufferManager, processing chains)
102 BufferManagement, ///< Buffer Management (Buffers::BufferManager, creating buffers)
103 InputManagement, ///< Input management (Core::InputManager)
104 CoroutineScheduling, ///< Coroutine scheduling and temporal coordination (Vruta::TaskScheduler)
105 ContainerProcessing, ///< Container operations (Kakshya - file/stream/region processing)
106 ComputeMatrix, ///< Compute operations (Yantra - algorithms, matrices, DSP)
107 ImageProcessing, ///< Image processing tasks (filters, transformations)
108 ShaderCompilation, ///< Shader compilation tasks (Portal::Graphics::ShaderCompiler)
109
110 // ============================================================================
111 // WORKER CONTEXTS
112 // ============================================================================
113
114 Worker, ///< Background worker thread (non-real-time scheduled tasks)
115 AsyncIO, ///< Async I/O operations ( network, streaming)
116 FileIO, ///< Filesystem I/O operations
117 BackgroundCompile, ///< Background compilation/optimization tasks
118 Networking, ///< Network operations (data transfer, protocol handling)
119
120 // ============================================================================
121 // LIFECYCLE CONTEXTS
122 // ============================================================================
123
124 Init, ///< Engine/subsystem initialization
125 Shutdown, ///< Engine/subsystem shutdown and cleanup
126 Configuration, ///< Configuration and parameter updates
127
128 // ============================================================================
129 // USER INTERACTION CONTEXTS
130 // ============================================================================
131
132 UI, ///< User interface thread (UI events, rendering)
133 UserCode, ///< User script/plugin execution
134 Interactive, ///< Interactive shell/REPL
135
136 // ============================================================================
137 // COORDINATION CONTEXTS
138 // ============================================================================
139
140 CrossSubsystem, ///< Cross-subsystem data sharing and synchronization
141 ClockSync, ///< Clock synchronization (SampleClock, FrameClock coordination)
142 EventDispatch, ///< Event dispatching and coordination
143
144 // ============================================================================
145 // SPECIAL CONTEXTS
146 // ============================================================================
147
148 Runtime, ///< General runtime operations (default fallback)
149 Testing, ///< Testing/benchmarking context
150 API, ///< API calls from external code
151 Unknown ///< Unknown or unspecified context
152};
@ 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)
@ 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 (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)
@ 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:96