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
183 lines
7.5 KiB
C++
183 lines
7.5 KiB
C++
/*
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DispatcherInterface(Test) - document and verify dispatcher for frame job creation
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Copyright (C)
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2012, 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 dispatcher-interface-test.cpp
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** unit test \ref DispatcherInterface_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/util.hpp"
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#include <utility>
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using test::Test;
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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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using asset::Pipe;
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using PID = asset::ID<Pipe>;
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using mobject::ModelPort;
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using lumiera::error::LUMIERA_ERROR_LOGIC;
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/***************************************************************//**
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* @test document and verify the engine::Dispatcher interface, used
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* to translate a CalcStream into individual node jobs.
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* This test covers the definition of the interface itself,
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* together with the supporting types and the default
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* implementation of the basic operations.
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* It uses a mock Dispatcher implementation.
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* @see JobPlanningPipeline_test
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*/
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class DispatcherInterface_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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resolveModelPort();
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accessJobTicket();
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pipelineBuilder();
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}
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/** @test the dispatcher can resolve a known ModelPort
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* into the internal index number used on the Segmentation
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* for the corresponding timeline (which exposes this ModelPort)
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*/
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void
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resolveModelPort()
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{
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MockDispatcher dispatcher;
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auto [port,sink] = dispatcher.getDummyConnection(1);
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CHECK (1 == dispatcher.resolveModelPort (port));
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// but when using some arbitrary unrelated ModelPort...
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PID dazedPipe = Pipe::query ("id(dazed)");
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ModelPort evil = reinterpret_cast<ModelPort&> (dazedPipe);
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VERIFY_ERROR (LOGIC, dispatcher.resolveModelPort(evil));
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}
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/** @test the dispatcher knows how to pick the right JobTicket
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* for each point on the timeline, and thus how to access
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* the proper part of the render nodes responsible for
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* rendering this part of the timeline
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*/
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void
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accessJobTicket()
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{
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MockDispatcher dispatcher{MakeRec() // a first active segment
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.attrib("start", Time{0,10}) // covering the time [10s ... 20s[
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.attrib("after", Time{0,20})
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.attrib("mark", 23) // pipeline-Hash used as marker to verify proper access
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.genNode()
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,MakeRec() // add a second Segment
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.attrib("start", Time{0,20}) // covering the rest of the timeline from 20s on
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.attrib("mark", 45)
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.genNode()};
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size_t portIDX = 1;
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// Dispatcher-Interface: access JobTicket
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JobTicket& ticket0 = dispatcher.getJobTicketFor (portIDX, -Time{0,5});
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JobTicket& ticket1 = dispatcher.getJobTicketFor (portIDX, Time{0,15});
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JobTicket& ticket2 = dispatcher.getJobTicketFor (portIDX, Time{0,25});
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CHECK ( ticket0.empty()); // this ticket was drawn from an undefined part of the timeline
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CHECK (not ticket1.empty()); // while this ticket belongs to the first segment
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CHECK (not ticket2.empty()); // and this to the second segment
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Job job0 = ticket0.createJobFor(-Time{0,5});
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Job job1 = ticket1.createJobFor(Time{0,15});
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Job job2 = ticket2.createJobFor(Time{0,25});
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CHECK (MockJob::isNopJob(job0));
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CHECK (Time(0,15) == job1.parameter.nominalTime);
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CHECK (23 == job1.parameter.invoKey.part.a); // proof that this job is connected to segment #1
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CHECK (Time(0,25) == job2.parameter.nominalTime);
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CHECK (45 == job2.parameter.invoKey.part.a); // and this one to segment #2
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}
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/** @test for the actual use case, the dispatcher acts as entrance point
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* to a job-planning pipeline builder, which in the end is an iterator
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* to pull render jobs from
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* @see JobPlanningPipeline_test for in-depth coverage of this complex topic
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*/
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void
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pipelineBuilder()
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{
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MockDispatcher dispatcher{MakeRec() // a single segment covering the complete time-axis
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.attrib("mark", 555) // marker to demonstrate proper connectivity
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.genNode()};
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play::Timings timings (FrameRate::PAL);
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auto [port,sink] = dispatcher.getDummyConnection(1);
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// Dispatcher-Interface: pipeline builder...
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auto pipeline = dispatcher.forCalcStream (timings)
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.timeRange(Time{200,0}, Time{300,0})
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.pullFrom (port)
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.feedTo (sink);
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CHECK (not isnil (pipeline));
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CHECK (5 == pipeline.currFrameNr()); // 5 * 1/25sec = 200ms
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Job job = pipeline.buildJob(); // invoke the JobPlanning to build a Job for the first frame
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CHECK (Time(200,0) == job.parameter.nominalTime);
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CHECK (555 == job.parameter.invoKey.part.a); // the marker shows that this job is connected properly
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++pipeline; // iterate to advance to the next frame
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CHECK (not isnil (pipeline));
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CHECK (6 == pipeline.currFrameNr());
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job = pipeline.buildJob(); // build job for the next frame
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CHECK (Time(240,0) == job.parameter.nominalTime);
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CHECK (555 == job.parameter.invoKey.part.a);
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++pipeline;
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CHECK (7 == pipeline.currFrameNr());
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job = pipeline.buildJob();
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CHECK (Time(280,0) == job.parameter.nominalTime);
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++pipeline; // iterate beyond end point
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CHECK (isnil (pipeline)); // pipeline exhausted
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}
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};
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/** Register this test class... */
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LAUNCHER (DispatcherInterface_test, "unit engine");
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}}} // namespace steam::engine::test
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