MayaFlux 0.1.0
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)

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)

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)

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.

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 58 of file JournalEntry.hpp.

58 : uint8_t {
59 // ============================================================================
60 // REAL-TIME CONTEXTS (must never block, allocate, or throw)
61 // ============================================================================
62
63 AudioCallback, ///< Audio callback thread - strictest real-time requirements
64 GraphicsCallback, ///< Graphics/visual rendering callback - frame-rate real-time
65 Realtime, ///< Any real-time processing context (generic)
66
67 // ============================================================================
68 // BACKEND CONTEXTS
69 // ============================================================================
70
71 AudioBackend, ///< Audio processing backend (RtAudio, JACK, ASIO)
72 GraphicsBackend, ///< Graphics/visual rendering backend (Vulkan, OpenGL)
73 CustomBackend, ///< Custom user-defined backend
74
75 // ============================================================================
76 // GPU CONTEXTS
77 // ============================================================================
78 GPUCompute, ///< GPU compute operations (shaders, GPGPU tasks)
79 Rendering, ///< GPU rendering operations (graphics pipeline, frame rendering)
80
81 // ============================================================================
82 // SUBSYSTEM CONTEXTS
83 // ============================================================================
84
85 AudioSubsystem, ///< Audio subsystem operations (backend, device, stream management)
86 WindowingSubsystem, ///< Windowing system operations (GLFW, SDL)
87 GraphicsSubsystem, ///< Graphics subsystem operations (Vulkan, rendering pipeline)
88 CustomSubsystem, ///< Custom user-defined subsystem
89
90 // ============================================================================
91 // PROCESSING CONTEXTS
92 // ============================================================================
93
94 NodeProcessing, ///< Node graph processing (Nodes::NodeGraphManager)
95 BufferProcessing, ///< Buffer processing (Buffers::BufferManager, processing chains)
96 BufferManagement, ///< Buffer Management (Buffers::BufferManager, creating buffers)
97 CoroutineScheduling, ///< Coroutine scheduling and temporal coordination (Vruta::TaskScheduler)
98 ContainerProcessing, ///< Container operations (Kakshya - file/stream/region processing)
99 ComputeMatrix, ///< Compute operations (Yantra - algorithms, matrices, DSP)
100 ImageProcessing, ///< Image processing tasks (filters, transformations)
101 ShaderCompilation, ///< Shader compilation tasks (Portal::Graphics::ShaderCompiler)
102
103 // ============================================================================
104 // WORKER CONTEXTS
105 // ============================================================================
106
107 Worker, ///< Background worker thread (non-real-time scheduled tasks)
108 AsyncIO, ///< Async I/O operations ( network, streaming)
109 FileIO, ///< Filesystem I/O operations
110 BackgroundCompile, ///< Background compilation/optimization tasks
111
112 // ============================================================================
113 // LIFECYCLE CONTEXTS
114 // ============================================================================
115
116 Init, ///< Engine/subsystem initialization
117 Shutdown, ///< Engine/subsystem shutdown and cleanup
118 Configuration, ///< Configuration and parameter updates
119
120 // ============================================================================
121 // USER INTERACTION CONTEXTS
122 // ============================================================================
123
124 UI, ///< User interface thread (UI events, rendering)
125 UserCode, ///< User script/plugin execution
126 Interactive, ///< Interactive shell/REPL
127
128 // ============================================================================
129 // COORDINATION CONTEXTS
130 // ============================================================================
131
132 CrossSubsystem, ///< Cross-subsystem data sharing and synchronization
133 ClockSync, ///< Clock synchronization (SampleClock, FrameClock coordination)
134 EventDispatch, ///< Event dispatching and coordination
135
136 // ============================================================================
137 // SPECIAL CONTEXTS
138 // ============================================================================
139
140 Runtime, ///< General runtime operations (default fallback)
141 Testing, ///< Testing/benchmarking context
142 API, ///< API calls from external code
143 Unknown ///< Unknown or unspecified context
144};
@ 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)
@ 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.
@ API
MayaFlux/API Wrapper and convenience functions.
void Init()
Initializes the default engine with default settings.
Definition Core.cpp:84