This resolves a long-standing issue: we could not use proper include paths for test-helper code that was defined alongside the tests. Since some test-helper code must now be relocated into the »Vault«-Layer, I took the opportunity to finally resolve this annoyance. The solution is two-fold * introduce a dedicated test-support library * remove the quirks that were necessary to support some plain-C tests Together, this allows to raise the include-directory by one level, and then to adjust all folder names so that they match the namespace
194 lines
7.1 KiB
C++
194 lines
7.1 KiB
C++
/*
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JobPlanning(Test) - data evaluation for frame job creation
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Copyright (C)
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2023, 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 job-planning-test.cpp
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** unit test \ref JobPlanning_test
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*/
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#include "test/run.hpp"
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#include "steam/engine/mock-dispatcher.hpp"
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#include "steam/play/timings.hpp"
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#include "lib/time/timevalue.hpp"
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#include "lib/format-cout.hpp"
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#include "lib/util.hpp"
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#include <utility>
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using test::Test;
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using std::move;
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using util::isSameObject;
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namespace steam {
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namespace engine{
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namespace test {
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using lib::time::FrameRate;
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using lib::time::Offset;
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using lib::time::Time;
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using play::Timings;
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/***************************************************************//**
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* @test document and verify the data aggregation and the calculations
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* necessary to prepare render jobs for scheduling.
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*/
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class JobPlanning_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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seedRand();
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simpleUsage();
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calculateDeadline();
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setupDependentJob();
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}
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/** @test demonstrate a simple usage scenario
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*/
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void
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simpleUsage()
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{
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MockDispatcher dispatcher;
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play::Timings timings (FrameRate::PAL);
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auto [port,sink] = dispatcher.getDummyConnection(1);
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FrameCnt frameNr{5};
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TimeVar nominalTime{Time{200,0}};
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size_t portIDX = dispatcher.resolveModelPort (port);
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JobTicket& ticket = dispatcher.getJobTicketFor(portIDX, nominalTime);
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JobPlanning plan{ticket,nominalTime,frameNr};
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Job job = plan.buildJob();
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CHECK (dispatcher.verify (job, port, sink));
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}
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/** @test verify the timing calculations to establish
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* the scheduling deadline of a simple render job
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*/
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void
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calculateDeadline()
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{
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MockDispatcher dispatcher;
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play::Timings timings (FrameRate::PAL, Time{0,0,5});
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auto [port,sink] = dispatcher.getDummyConnection(1);
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FrameCnt frameNr{5};
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Time nominalTime{200,0};
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size_t portIDX = dispatcher.resolveModelPort (port);
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JobTicket& ticket = dispatcher.getJobTicketFor(portIDX, nominalTime);
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JobPlanning plan{ticket,nominalTime,frameNr};
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// the following calculations are expected to happen....
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Duration latency = ticket.getExpectedRuntime()
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+ timings.engineLatency
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+ timings.outputLatency;
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Offset nominalOffset (timings.getFrameStartAt(0), timings.getFrameStartAt(frameNr));
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Time expectedDeadline{timings.scheduledDelivery + nominalOffset - latency};
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cout << util::_Fmt{"Frame #%d @ %s\n"
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"real-time-origin : %s\n"
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"total latency : %s\n"
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"deadline : %s"}
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% frameNr % nominalOffset
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% timings.scheduledDelivery
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% latency
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% plan.determineDeadline(timings)
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<< endl;
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CHECK (plan.determineDeadline(timings) == expectedDeadline);
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CHECK (timings.scheduledDelivery == Time(0,0,5) );
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CHECK (timings.playbackUrgency == play::TIMEBOUND);
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// But when switching form "timebound" to "best effort"...
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timings.playbackUrgency = play::ASAP;
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CHECK (Time::ANYTIME == plan.determineDeadline (timings));
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// ... no deadline is calculated at all
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}
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/** @test verify the setup of a prerequisite job in relation
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* to the master job depending on this prerequisite
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*/
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void
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setupDependentJob()
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{
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MockDispatcher dispatcher{MakeRec() // »master job« for each frame
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.attrib("runtime", Duration{Time{30,0}})
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.scope(MakeRec() // a »prerequisite job« on which the »master job« depends
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.attrib("runtime", Duration{Time{50,0}})
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.genNode())
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.genNode()};
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play::Timings timings (FrameRate::PAL, Time{0,0,5});
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auto [port,sink] = dispatcher.getDummyConnection(1);
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FrameCnt frameNr{5};
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Time nominalTime{200,0};
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size_t portIDX = dispatcher.resolveModelPort (port);
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JobTicket& ticket = dispatcher.getJobTicketFor(portIDX, nominalTime);
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JobTicket& prereq = *(ticket.getPrerequisites()); // pick up the (only) prerequisite
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JobPlanning masterPlan{ticket,nominalTime,frameNr}; // the job plan for the master frame calculation
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JobPlanning prereqPlan{move(*(masterPlan.buildDependencyPlanning() ))}; // build a plan for calculating the prerequisite
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CHECK (isSameObject(ticket, masterPlan.ticket()));
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CHECK (isSameObject(prereq, prereqPlan.ticket()));
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CHECK ( masterPlan.isTopLevel());
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CHECK (not prereqPlan.isTopLevel());
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Time masterDeadline = masterPlan.determineDeadline (timings);
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Time prereqDeadline = prereqPlan.determineDeadline (timings);
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// the following relations are expected to hold for the prerequisite....
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Duration latency = prereq.getExpectedRuntime()
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+ timings.engineLatency; // Note: here only the engine, not the output latency
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Time expectedDeadline{masterDeadline - latency};
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cout << util::_Fmt{"Prerequisite......\n"
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"master deadline : %s\n"
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"latency : %s\n"
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"prereq deadline : %s"}
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% masterDeadline
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% latency
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% prereqDeadline
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<< endl;
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CHECK (prereqDeadline == expectedDeadline);
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// However, no deadline established for "best effort" rendering...
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timings.playbackUrgency = play::ASAP;
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CHECK (Time::ANYTIME == masterPlan.determineDeadline (timings));
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CHECK (Time::ANYTIME == prereqPlan.determineDeadline (timings));
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}
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};
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/** Register this test class... */
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LAUNCHER (JobPlanning_test, "unit engine");
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}}} // namespace steam::engine::test
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