* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
/*
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OutputSlotProtocol(Test) - covering the basic usage cycle of an output slot
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Copyright (C)
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2011, 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 output-slot-protocol-test.cpp
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** unit test \ref OutputSlotProtocol_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/play/diagnostic-output-slot.hpp"
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#include "steam/engine/buffhandle.hpp"
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#include "steam/engine/buffhandle-attach.hpp"
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#include "steam/engine/testframe.hpp"
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namespace steam {
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namespace play {
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namespace test {
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using steam::engine::BuffHandle;
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using steam::engine::test::testData;
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using steam::engine::test::TestFrame;
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/***************************************************************//**
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* @test verify the OutputSlot interface and base implementation
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* by performing full data exchange cycle. This is a
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* kind of "dry run" for documentation purposes,
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* both the actual OutputSlot implementation
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* as the client using this slot are Mocks.
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*/
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class OutputSlotProtocol_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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verifyStandardCase();
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}
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void
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verifyStandardCase()
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{
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// Create Test fixture.
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// In real usage, the OutputSlot will be preconfigured
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// (Media format, number of channels, physical connections)
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// and then registered with / retrieved from an OutputManager
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OutputSlot& oSlot = DiagnosticOutputSlot::build();
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// Client claims the OutputSlot
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// and opens it for exclusive use.
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OutputSlot::Allocation& alloc = oSlot.allocate();
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// Now the client is able to prepare
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// "calculation streams" for the individual
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// Channels to be output through this slot.
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OutputSlot::OpenedSinks sinks = alloc.getOpenedSinks();
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DataSink sink1 = *sinks;
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DataSink sink2 = *++sinks;
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// within the frame-calculation "loop"
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// we perform a data exchange cycle
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FrameCnt frameNr = 123;
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BuffHandle buff00 = sink1.lockBufferFor (frameNr);
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BuffHandle buff10 = sink2.lockBufferFor (frameNr);
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// rendering process calculates content....
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buff00.accessAs<TestFrame>() = testData(0,0);
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// while further frames might be processed in parallel
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BuffHandle buff11 = sink2.lockBufferFor (++frameNr);
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buff11.accessAs<TestFrame>() = testData(1,1);
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buff10.accessAs<TestFrame>() = testData(1,0);
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// Now it's time to emit the output
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sink2.emit (frameNr-1, buff10);
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sink2.emit (frameNr , buff11);
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sink1.emit (frameNr-1, buff00);
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// that's all for the client
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// Verify sane operation....
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DiagnosticOutputSlot& checker = DiagnosticOutputSlot::access(oSlot);
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CHECK ( checker.frame_was_allocated (0,123));
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CHECK (!checker.frame_was_allocated (0,124));
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CHECK ( checker.frame_was_allocated (1,123));
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CHECK ( checker.frame_was_allocated (1,124));
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CHECK (checker.output_was_closed (0,0));
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CHECK (checker.output_was_closed (1,0));
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CHECK (checker.output_was_closed (1,1));
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CHECK ( checker.output_was_emitted (0,0));
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CHECK (!checker.output_was_emitted (0,1));
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CHECK ( checker.output_was_emitted (1,0));
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CHECK ( checker.output_was_emitted (1,1));
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DiagnosticOutputSlot::OutFrames stream0 = checker.getChannel(0);
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DiagnosticOutputSlot::OutFrames stream1 = checker.getChannel(1);
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CHECK ( stream0);
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CHECK (*stream0 == testData(0,0)); ++stream0;
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CHECK (!stream0);
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CHECK ( stream1);
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CHECK (*stream1 == testData(1,0)); ++stream1;
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CHECK (*stream1 == testData(1,1)); ++stream1;
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CHECK (!stream1);
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}
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};
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/** Register this test class... */
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LAUNCHER (OutputSlotProtocol_test, "unit play");
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}}} // namespace steam::play::test
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