lumiera_/tests/core/steam/engine/node-basic-test.cpp
Ichthyostega 907fbef1ad Invocation: establish a concept how to handle parameter data
This was an extended digression into architecture planning,
which became necessary in order to suitably map out the role
for the `TurnoutSystem` — which can now be defined as ''mediator''
to connect and forward control- and parameter data while specific
render invocation proceeds through the render node network.
2024-12-06 00:16:04 +01:00

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/*
NodeBasic(Test) - unit test covering render node basic lifecycle and usage
Copyright (C)
2009, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** is free software; you can redistribute it and/or modify it
  under the terms of the GNU General Public License as published by the
  Free Software Foundation; either version 2 of the License, or (at your
  option) any later version. See the file COPYING for further details.
* *****************************************************************/
/** @file node-basic-test.cpp
** unit test \ref NodeBasic_test
*/
#include "lib/test/run.hpp"
#include "steam/engine/node-factory.hpp"
//#include "steam/engine/nodewiring-obsolete.hpp" /////////////////////////////////////////////////////TICKET #1367 : sort out dependencies for reworked Node Invocation
#include "steam/engine/turnout-system.hpp"
#include "steam/engine/channel-descriptor.hpp"
#include "steam/mobject/session/effect.hpp"
#include "lib/allocation-cluster.hpp"
//#include "lib/format-cout.hpp"
//#include "lib/util.hpp"
//using std::string;
namespace steam {
namespace engine{
namespace test {
using lib::AllocationCluster;
using mobject::session::PEffect;
namespace { // Test fixture
/**
* Mock StateClosure/Invocation object.
* Used as a replacement for the real RenderInvocation,
* so the test can verify that calculations are actually
* happening in correct order.
*/
class TestContext
// : public StateProxy
{
//////////////TODO: facility to verify the right access operations get called
};
inline PEffect
createTestEffectMObject()
{
UNIMPLEMENTED ("how to create a dummy Effect for tests");
}
}
/***************************************************************//**
* @test basic render node properties and behaviour.
*/
class NodeBasic_test : public Test
{
virtual void run(Arg)
{
UNIMPLEMENTED ("build a simple render node and then activate it");
AllocationCluster alloc;
#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
NodeFactory nodeFab(alloc);
ProcNode * testSource; ///////////TODO: how to fabricate a test Source-Node????
WiringSituation setup(testSource);
PEffect pEffect = createTestEffectMObject();
ProcNode* pNode = nodeFab (pEffect, setup);
CHECK (pNode);
#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
TestContext simulatedInvocation;
#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
BuffHandle result = pNode->pull(simulatedInvocation, 0);
CHECK (result);
// CHECK we got calculated data in the result buffer
#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
}
};
/** Register this test class... */
LAUNCHER (NodeBasic_test, "unit node");
}}} // namespace steam::engine::test