This investigation started out as solving an already solved problem... I'll continue this as a design exercise non the less. __Some explanation__: To achieve the goal of invoking a Node end-to-end, the gap between the `Port` API, the `ProcNode` API and the `RenderInvocation` must be closed. This leads to questions of API design: ''what core operation should the `ProcNode` API expose?'' * is `ProcNode` just a forwarding / delegating container and becoming redundant? * or does the API rather move in the direction of an ''Exit Node''? This leads to the question how the opened `OutputSlot` can be exposed as a `BuffHandle` to allow to set off the recursive Node invocation. As it turns out, the onerous for this step lies on the actual `OutputSlot` implementation, since the API and output protocol already requires to expose a `BuffHandle`. Yet there is no "real" implementation available, just a Mock setup based on `DiagnosticBufferProvider`, which obviously can just be passed-through. Which leaves me with mixed feelings. For one it is conveninent to skip this topic for now, but on the other hand the design of `BufferProvider` does not seem well suited for such an proxying task. Thus I decided to explore this aspect in the form of a prototyping test....
122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
/*
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NodeBuilder(Test) - creation and setup of render nodes
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Copyright (C)
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2024, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file node-builder-test.cpp
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** Unit test \ref NodeBuilder_test demonstrates how to build render nodes.
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*/
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#include "lib/test/run.hpp"
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#include "steam/engine/node-builder.hpp"
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#include "steam/engine/diagnostic-buffer-provider.hpp"
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//#include "lib/util.hpp"
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using std::string;
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namespace steam {
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namespace engine{
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namespace test {
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/***************************************************************//**
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* @test creating and configuring various kinds of Render Nodes.
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*/
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class NodeBuilder_test : public Test
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{
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virtual void
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run (Arg)
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{
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build_simpleNode();
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build_Node_fixedParam();
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build_Node_dynamicParam();
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build_connectedNodes();
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build_ParamNode();
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}
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/** @test TODO build a simple output-only Render Node
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* @todo WIP 12/24 🔁 define ⟶ implement
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*/
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void
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build_simpleNode()
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{
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auto fun = [](uint* buff){ *buff = LIFE_AND_UNIVERSE_4EVER; };
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ProcNode node{prepareNode("Test")
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.preparePort()
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.invoke("fun()", fun)
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.completePort()
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.build()};
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CHECK (watch(node).isSrc());
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CHECK (watch(node).ports().size() == 1);
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// Prepare setup to invoke such a Render Node...
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using Buffer = long;
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BufferProvider& provider = DiagnosticBufferProvider::build();
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BuffHandle buff = provider.lockBufferFor<Buffer> (-55);
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}
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/** @test TODO build a Node with a fixed invocation parameter
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* @todo WIP 12/24 🔁 define ⟶ implement
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*/
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void
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build_Node_fixedParam()
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{
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UNIMPLEMENTED ("build node with fixed param");
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}
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/** @test TODO build a Node with dynamically generated parameter
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* @todo WIP 12/24 define ⟶ implement
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*/
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void
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build_Node_dynamicParam()
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{
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UNIMPLEMENTED ("build node with param-functor");
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}
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/** @test TODO build a chain with two connected Nodes
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* @todo WIP 12/24 define ⟶ implement
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*/
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void
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build_connectedNodes()
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{
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UNIMPLEMENTED ("build two linked nodes");
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}
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/** @test TODO
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* @todo WIP 12/24 define ⟶ implement
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*/
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void
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build_ParamNode()
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{
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UNIMPLEMENTED ("build ParamNode + follow-up-Node");
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeBuilder_test, "unit node");
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}}} // namespace steam::engine::test
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