NodeBase_test demonstrates the building blocks of a Render Node, and verifies low-level mechanics of those building blocks, which can be quite technical. At the top of this test however are some very basic interactions, which serve as an introduction. __Remark__: renamed the low-level technical dispatch-access for the parameter-accessors in `TurnoutSystem` to be more obvious, and added comment (I was confused myself how to use them properly)
250 lines
12 KiB
C++
250 lines
12 KiB
C++
/*
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NodeFeed(Test) - verify render node data feeds
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Copyright (C)
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2025, 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 node-feed-test.cpp
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** Feeding into and retrieving data from render nodes is covered by \ref NodeFeed_test.
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*/
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#include "lib/test/run.hpp"
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#include "steam/engine/proc-node.hpp"
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#include "steam/engine/node-builder.hpp"
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#include "steam/engine/media-weaving-pattern.hpp"
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#include "steam/engine/param-weaving-pattern.hpp"
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#include "steam/engine/turnout-system.hpp"
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#include "steam/engine/turnout.hpp"
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#include "steam/engine/diagnostic-buffer-provider.hpp"
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#include "steam/asset/meta/time-grid.hpp"
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#include "lib/several-builder.hpp"
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#include "lib/time/timecode.hpp"
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#include "lib/test/test-helper.hpp"
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#include "lib/test/diagnostic-output.hpp"/////////////////////TODO
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//#include "lib/util.hpp"
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//using std::string;
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using lib::Several;
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using lib::makeSeveral;
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using lib::time::Time;
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using lib::time::FrameNr;
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using lib::test::showType;
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using std::make_tuple;
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using std::get;
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namespace steam {
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namespace engine{
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namespace test {
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/************************************************************************//**
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* @test demonstrate how to feed data into, through and out of render nodes.
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*/
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class NodeFeed_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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feedParam();
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feedParamNode();
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UNIMPLEMENTED ("render node pulling source data from vault");
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}
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/** @test demonstrate internal setup to invoke a simple output-only function,
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* passing an additional invocation parameter generated from a parameter-functor
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* - embed the processing-functor and parameter-functor into a FeedPrototype
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* - construct the type of the »Weaving Pattern« to use for invocation
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* - setup an empty wiring (output-only, thus no predecessor ports)
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* - setup a single BuffDesrc for a result puffer to pass to the processing-functor
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* - create a Turnout, which implements the Port interface, using the Weaving-Pattern
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* - for the actual invocation, setup a TurnoutSystem, initialised with a nominal time
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* - invoke the Port::weave() function and retrieve the result from the buffer.
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* @remark this is a semi-integrated setup to demonstrate the interplay of the
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* internal components within a Render Node, without the _outer shell_
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* provided by the NodeBuilder and the ProcNode itself
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*/
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void
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feedParam()
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{
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auto procFun = [](ushort param, uint* buff){ *buff = param; };
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auto paramFun = [](TurnoutSystem&){ return LIFE_AND_UNIVERSE_4EVER; };
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auto feedPrototype = FeedPrototype{move(procFun), move(paramFun)};
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using Prototype = decltype(feedPrototype);
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using WeavingPattern = MediaWeavingPattern<Prototype>;
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using TurnoutWeaving = Turnout<WeavingPattern>;
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BufferProvider& provider = DiagnosticBufferProvider::build();
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Several<PortRef> noLeadPorts; // ◁————————— empty predecessor-port-sequence
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Several<BuffDescr> outBuffDescr = makeSeveral({provider.getDescriptor<uint>()})
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.build(); // ◁————————— a single output buffer to hold an `uint`
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uint resultSlot{0};
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TurnoutWeaving port{ProcID::describe ("SimpleNode","procFun()")
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, move (noLeadPorts)
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, move (outBuffDescr)
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, resultSlot
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, move (feedPrototype)
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};
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// setup for invocation...
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Time nomTime =Time::ZERO;
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TurnoutSystem turnoutSys{nomTime};
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BuffHandle result = port.weave (turnoutSys); // ◁————————— paramFun invoked here, then procFun
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CHECK (LIFE_AND_UNIVERSE_4EVER == result.accessAs<uint>());// and procFun wrote param-value into result buffer
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result.release();
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}
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/** @test create extended parameter data for use in recursive Node invocation.
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* - demonstrate the mechanism of param-functor invocation,
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* and how a Param-Spec is built to create and hold those functors
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* - then instantiate an actual TurnoutSystem, as is done for a Node invocation,
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* with an embedded »absolute nominal time« parameter value
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* - can then invoke the param-functors and materialise results into a Param-Data-Block
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* - which then can be linked internally to be reachable through the TurnoutSystem
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* - other code further down the call-stack can thus access those parameter values.
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* - The second part of the test uses the same scheme embedded into a Param(Agent)Node
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*/
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void
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feedParamNode()
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{
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// Assuming that somewhere in the system a 1-seconds time grid was predefined...
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steam::asset::meta::TimeGrid::build ("grid_sec", 1);
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//_______________________________________________
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// Demo-1: demonstrate the access mechanism directly;
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// create and link an extended parameter block.
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// This test will create an extension data block with two parameters,
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// one of these is generated from time-quantisation into a 1-seconds-grid
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auto createParmFun = [](TurnoutSystem& turnoutSys) -> long
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{
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return FrameNr::quant (turnoutSys.getNomTime(), "grid_sec");
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};
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// The »Param-Spec« is used to coordinate type-safe access
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// and also is used as a blueprint for building a Param(Agent)Node
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// Note the builder syntax to add several parameter »slots«...
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auto spec = buildParamSpec()
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.addValSlot (LIFE_AND_UNIVERSE_4EVER)
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.addSlot (createParmFun)
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;
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// Implied type of the parameter-tuple to generate
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using ParamTup = decltype(spec)::ParamTup;
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CHECK (showType<ParamTup>() == "tuple<uint, long>"_expect);
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auto acc0 = spec.makeAccessor<0>(); // can now store accessor-functors for later use....
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auto acc1 = spec.makeAccessor<1>();
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// Prepare for invocation....
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Time nomTime{rani(10'000),0}; // drive test with a random »nominal Time« <10s with ms granularity
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TurnoutSystem turnoutSys{nomTime}; // build minimal TurnoutSystem for invocation, just with this time parameter
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auto v0 = spec.invokeParamFun<0> (turnoutSys); // can now immediately invoke the embedded parameter-functors
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auto v1 = spec.invokeParamFun<1> (turnoutSys);
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CHECK (v0 == LIFE_AND_UNIVERSE_4EVER); // ◁————————— the first paramFun yields the configured fixed value
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CHECK (v1 == FrameNr::quant (nomTime, "grid_sec")); // ◁————————— the second paramFun accesses the time via TurnoutSystem
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// after all setup of further accessor functors is done
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// finally transform the ParamSpec into a storage-block-builder
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auto blockBuilder = spec.clone().makeBlockBuilder(); // (use clone() since we're re-using the same spec in Demo-2 below)
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{ // Now build an actual storage block in local scope,
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// thereby invoking the embedded parameter-functors...
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auto paramBlock = blockBuilder.buildParamDataBlock (turnoutSys);
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CHECK (v0 == paramBlock.get<0>()); // Values are now materialised into paramBlock
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CHECK (v1 == paramBlock.get<1>());
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turnoutSys.attachChainBlock(paramBlock); // link this extension block into the parameter-chain in TurnoutSystem;
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CHECK (v0 == acc0.getParamVal (turnoutSys)); // Can now access the parameter values through the TurnoutSystem as front-End
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CHECK (v1 == acc1.getParamVal (turnoutSys)); // ...using the pre-configured accessor-functors stored above
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turnoutSys.detachChainBlock(paramBlock); // should detach extension block before leaving scope
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}// extension block is gone...
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{ // Demonstrate the same access mechanism
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// but integrated into a Weaving-Pattern
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using Spec = decltype(spec);
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using WeavingPattern = ParamWeavingPattern<Spec>;
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using Feed = WeavingPattern::Feed;
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Feed feed;
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feed.emplaceParamDataBlock (blockBuilder, turnoutSys);
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// note that the param-data-block is embedded into the feed,
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// so that it can be easily placed into the current stack frame
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CHECK (v0 == feed.block().get<0>());
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CHECK (v1 == feed.block().get<1>());
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}
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//_________________________________________________
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// Demo-2: perform exactly the same access scheme,
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// but now embedded into a Render Node graph.
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using Param = tuple<int,int>;
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// The processing function uses two parameter values
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auto processFun = [](Param par, long* buff)
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{
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*buff = get<0>(par) + get<1>(par);
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};
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// These parameter values are picked up from the extended TurnoutSystem,
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// relying on the accessor objects, which were created from the ParamSpec
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auto accessParam = [acc0,acc1]
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(TurnoutSystem& turnoutSys) -> Param
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{
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return make_tuple (turnoutSys.get(acc0)
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,turnoutSys.get(acc1));
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};
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ProcNode delegate{prepareNode("Delegate")
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.preparePort()
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.invoke("proc()", processFun)
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.attachParamFun (accessParam)
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.completePort()
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.build()};
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ProcNode paramAgent{prepareNode("Param")
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.preparePort()
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.computeParam (move(spec))
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.delegateLead (delegate) // ◁————————— linked to the Delegate-Node
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.completePort()
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.build()};
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// Prepare result buffer for invocation
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BufferProvider& provider = DiagnosticBufferProvider::build();
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BuffHandle buff = provider.lockBufferFor<long> (-55);
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CHECK (-55 == buff.accessAs<long>());
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// Invoke Port#0 on the top-level Node (≙ the ParamAgent)
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buff = paramAgent.getPort(0).weave(turnoutSys, buff); // ◁————————— generate Param-Values, link into TurnoutSystem, invoke Delegate
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CHECK (v0+v1 == buff.accessAs<long>());
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buff.release();
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeFeed_test, "unit node");
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}}} // namespace steam::engine::test
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