lumiera_documentation/tests/steam/engine/timings-test.cpp
Ichthyostega 3caa5cfb03 Tests: reorganise test folders
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
2026-03-07 00:56:19 +01:00

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/*
Timings(Test) - document and verify basic frame step timings
Copyright (C)
2012, 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 dispatcher-interface-test.cpp
** unit test \ref Timings_test
**
** @warning as of 5/2023 planning-chunk generation is reworked ///////////////////////////////////////////TICKET #1301 : factor out RenderDrive
*/
#include "test/run.hpp"
#include "test/test-helper.hpp"
#include "steam/play/timings.hpp"
#include "lib/time/timevalue.hpp"
//#include "lib/time/timequant.hpp"
//#include "lib/format-cout.hpp"
//#include "lib/util-coll.hpp"
#include "lib/util.hpp"
//#include <functional>
//#include <vector>
using test::Test;
using util::isnil;
//using std::vector;
//using std::function;
namespace steam {
namespace engine{
namespace test {
using lib::time::FSecs;
using lib::time::FrameCnt;
using lib::time::FrameRate;
using lib::time::Duration;
using lib::time::Offset;
using lib::time::Time;
using play::Timings;
namespace { // Test fixture...
/* == test parameters == */
const uint START_FRAME(10);
FSecs
randTicks()
{
return FSecs{1 + rani(600), 1 + rani(600)};
}
} // (End) Test fixture
/***************************************************************//**
* @test document and verify frame timing calculations, which are
* used in the Player / engine::Dispatcher, to translate a CalcStream
* into individual node jobs.
* @see TimingConstraints_test
*/
class Timings_test : public Test
{
virtual void
run (Arg)
{
seedRand();
verify_simpleFrameStep();
verify_next_startPoint();
}
/** @test perform the basic dispatch step
* and verify the generated frame coordinates
*/
void
verify_simpleFrameStep()
{
Timings timings (FrameRate::PAL);
CHECK (timings.getOrigin() == Time::ZERO);
ENSURE (START_FRAME == 10);
CHECK (timings.getFrameStartAt(START_FRAME) == Time::ZERO + Duration(10, FrameRate::PAL));
CHECK (timings.getFrameStartAt(START_FRAME+1) == Time::ZERO + Duration(11, FrameRate::PAL));
}
/** @test detect boundaries of frame planning chunks for arbitrary chunk duration.
*/
void
verify_next_startPoint()
{
Timings timings (FrameRate::PAL);
Time refPoint{randTicks()};
FrameCnt startFrame = timings.getBreakPointAfter (refPoint);
Time frameStart = timings.getFrameStartAt(startFrame);
Duration frameDuration (1, FrameRate::PAL);
CHECK (frameStart >= refPoint);
CHECK (frameStart < refPoint + frameDuration);
}
};
/** Register this test class... */
LAUNCHER (Timings_test, "unit engine");
}}} // namespace steam::engine::test