It turns out that the real (not mocked) implementation of JobTicket creation is already required now for this planned (mock)Dispatcher setup; moreover, this real implementation turns out to be almost identical to the mock implementation written recently -- just nested structure of prerequiste JobTickets need to be changed into a similar structur of ExitNodes -- as an aside: rearrange various tests to be more in-line with the envisioned architecture of playback and engine
110 lines
3 KiB
C++
110 lines
3 KiB
C++
/*
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NodeBasic(Test) - unit test covering render node basic lifecycle and usage
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Copyright (C) Lumiera.org
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2009, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file node-basic-test.cpp
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** unit test \ref NodeBasic_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/engine/nodefactory.hpp"
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#include "steam/engine/nodewiring.hpp"
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#include "steam/engine/stateproxy.hpp"
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#include "steam/engine/channel-descriptor.hpp"
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#include "steam/mobject/session/effect.hpp"
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#include "lib/allocation-cluster.hpp"
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//#include "lib/format-cout.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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using lib::AllocationCluster;
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using mobject::session::PEffect;
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namespace { // Test fixture
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/**
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* Mock State/Invocation object.
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* Used as a replacement for the real RenderInvocation,
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* so the test can verify that calculations are actually
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* happening in correct order.
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*/
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class TestContext
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: public StateProxy
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{
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//////////////TODO: facility to verify the right access operations get called
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};
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inline PEffect
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createTestEffectMObject()
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{
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UNIMPLEMENTED ("how to create a dummy Effect for tests");
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}
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}
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/***************************************************************//**
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* @test basic render node properties and behaviour.
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*/
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class NodeBasic_test : public Test
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{
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virtual void run(Arg)
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{
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UNIMPLEMENTED ("build a simple render node and then activate it");
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AllocationCluster alloc;
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NodeFactory nodeFab(alloc);
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ProcNode * testSource; ///////////TODO: how to fabricate a test-Node???
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WiringSituation setup(testSource);
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PEffect pEffect = createTestEffectMObject();
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ProcNode* pNode = nodeFab (pEffect, setup);
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CHECK (pNode);
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TestContext simulatedInvocation;
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BuffHandle result = pNode->pull(simulatedInvocation, 0);
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CHECK (result);
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// CHECK we got calculated data in the result buffer
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeBasic_test, "unit node");
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}}} // namespace steam::engine::test
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