While all of this aggregate can be considered ''deep implementation'', the structure of dependencies bears danger to get confusing. Even more so, since an elaborate pooling memory allocator will be added to and interconnected with this structure. Now considering the following route: - `engine-buffer-allocator.hpp` has elements of a common service / interface - but `engine-buffer-allocator.cpp `is also the most deeply nested implementation backend - `local-buffer-store.hpp` is a junction point - `local-mem-pool.hpp` is considered an insolated implementation detail - ultimately, this will be included and wired in `render-enviroment.cpp`
132 lines
3.4 KiB
C++
132 lines
3.4 KiB
C++
/*
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EngineBufferManager(Test) - cover the interface to a central buffer manager
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Copyright (C)
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2026, 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 engine-buffer-manager-test.cpp
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** unit test \ref EngineBufferManager_test
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*/
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#include "test/run.hpp"
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#include "test/test-helper.hpp"
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//#include "vault/mem/engine-buffer-metadata.hpp"
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#include "vault/mem/engine-buffer-manager.hpp"
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#include "vault/mem/engine-buffer-allocator.hpp"
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//#include "lib/depend-inject.hpp"
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//#include "lib/thread.hpp"
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//#include "lib/error.hpp"
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#include "test/diagnostic-output.hpp"////////////TODO
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//using std::this_thread::yield;
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//using lib::Thread;
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namespace vault {
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namespace mem {
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namespace test {
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// using LERR_(LOGIC);
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// using LERR_(LIFECYCLE);
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namespace { // Test helper
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// template<typename X>
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// Buff*
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// mark_as_Buffer(X& something)
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// {
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// return reinterpret_cast<Buff*> (std::addressof(something));
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// }
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//
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}
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/*****************************************************************************//**
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* @test Show how the central buffer manager of the Render Engine can be accessed.
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*/
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class EngineBufferManager_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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demonstrate_AllocatorInterface();
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verify_DataTransfer();
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verify_lulz();
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}
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/** @test show how to allocate buffer memory
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* with the underlying base allocator.
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* @remark 4/2026 for the first integration of the Render Engine,
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* a simplified implementation is used that just delegates
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* to the regular heap allocator (which actually performs
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* quite well on modern C++ STDLib). The plan is to
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* use some kind of tiling pool allocator eventually,
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* contingent on the actual performance observations.
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*/
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void
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demonstrate_AllocatorInterface()
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{
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using Allo = HeapBufferAllocator;
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CHECK (lib::allo::is_Stateless_v<Allo>);
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Allo allo;
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auto a1 = allo.allocate (55);
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auto a2 = allo.allocate (555);
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CHECK (a1.mem);
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CHECK (a2.mem);
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CHECK (a1.siz == Allo::TILE_SIZ);
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CHECK (a2.siz % Allo::TILE_SIZ == 0);
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CHECK (a2.siz > 555);
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// can use that memory without blowing up....
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auto doooh = new(a1.mem) f128{std::numeric_limits<f128>::max()};
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*doooh /= 2;
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CHECK (2 == std::numeric_limits<f128>::max() / *doooh);
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allo.deallocate (a1);
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allo.deallocate (a2);
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}
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/** @test */
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void
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verify_DataTransfer()
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{
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}
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/** @test
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*/
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void
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verify_lulz()
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{
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}
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};
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/** Register this test class... */
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LAUNCHER (EngineBufferManager_test, "unit engine");
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}}} // namespace vault::mem::test
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