...which is build a »Job planning pipeline« step by step in a test setup, and then factor that out as RenderDrive, to supersede the existing CalcPlanContinuation and get rid of the Monads this way... Challenges - there is a inconsistency with channel usage - need to establish a way how to transport the output-Sink into the JobFunctor - need a way to propagate the current frame number to the next planning chunk
181 lines
6.4 KiB
C++
181 lines
6.4 KiB
C++
/*
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Timings(Test) - document and verify basic frame step timings
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Copyright (C) Lumiera.org
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2012, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file dispatcher-interface-test.cpp
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** unit test \ref Timings_test
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**
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** @warning as of 5/2023 planning-chunk generation is reworked ///////////////////////////////////////////TICKET #1301 : factor out RenderDrive
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*/
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#include "lib/test/run.hpp"
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#include "lib/error.hpp"
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//#include "steam/engine/procnode.hpp"
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#include "steam/play/dummy-play-connection.hpp"
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#include "steam/mobject/model-port.hpp"
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#include "steam/engine/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/time/timequant.hpp"
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//#include "lib/format-cout.hpp"
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#include "lib/depend.hpp"
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#include "lib/itertools.hpp"
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#include "lib/util-coll.hpp"
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#include "lib/util.hpp"
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#include <functional>
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#include <vector>
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using test::Test;
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using util::isnil;
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using util::last;
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using std::vector;
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using std::function;
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//using std::rand;
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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::Duration;
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using lib::time::Offset;
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using lib::time::TimeVar;
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using lib::time::Time;
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using mobject::ModelPort;
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using play::Timings;
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namespace { // Test fixture...
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/* == test parameters == */
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const uint START_FRAME(10);
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const uint DUMMY_CHANNEL(0); /////////////////////////////////////////////////////////////TICKET #1297 : get rid of the channels (use different ModelPort)
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ModelPort
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getTestPort()
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{
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using play::test::ModelPorts;
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using play::test::PlayTestFrames_Strategy;
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using DummyPlaybackSetup = play::test::DummyPlayConnection<PlayTestFrames_Strategy>;
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DummyPlaybackSetup dummySetup;
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ModelPorts mockModelPorts = dummySetup.provide_testModelPorts();
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return *mockModelPorts; // using just the first dummy port
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}
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} // (End) Test fixture
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
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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 creates and uses a mock Dispatcher implementation.
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*/
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class Timings_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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verify_simpleFrameStep();
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verify_next_startPoint();
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}
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/** @test perform the basic dispatch step
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* and verify the generated frame coordinates
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*/
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void
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verify_simpleFrameStep()
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{
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ModelPort modelPort (getTestPort());
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Timings timings (FrameRate::PAL);
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ENSURE (START_FRAME == 10);
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TimeAnchor refPoint(timings, START_FRAME);
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CHECK (refPoint == Time::ZERO + Duration(10, FrameRate::PAL));
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FrameCoord frame; /////////////////TODO get / implement offset-by-#-Frames
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FrameCnt frameOffset = 15;
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frame.absoluteNominalTime = refPoint;
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frame.absoluteFrameNumber = refPoint.getStartFrame();
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frame.absoluteRealDeadline = refPoint.establishDeadlineFor (frameOffset);
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frame.modelPort = modelPort;
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frame.channelNr = DUMMY_CHANNEL;
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ENSURE (frame.isDefined());
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// frame = dispatcher_->locateRelative (frame, frameOffset); /////////////////////////////OOO MAGIC FAIRY DUST HERE
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CHECK (frame.absoluteNominalTime == Time(0,1)); ///////////////////////////////////OOO Boooooom
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CHECK (frame.absoluteFrameNumber == 25);
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CHECK (refPoint.remainingRealTimeFor(frame) < Time(FSecs(25,25)));
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CHECK (refPoint.remainingRealTimeFor(frame) >= Time(FSecs(24,25)));
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CHECK (frame.modelPort == modelPort);
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
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}
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/** action used as "continuation" in #check_ContinuationBuilder
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* This function expects to be invoked with a time anchor bumped up
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* to point exactly behind the end of the previously planned chunk of Jobs
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*/
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void
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verify_next_startPoint()
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{
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Timings timings (FrameRate::PAL);
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TimeAnchor nextRefPoint(timings, START_FRAME); //////////////////////////////////////OOO : how is this actually determined (not yet implemented....)
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UNIMPLEMENTED ("How to determine the start point of the next planning chunk");
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Duration frameDuration (1, FrameRate::PAL);
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Time startAnchor = Time::ZERO + START_FRAME*frameDuration;
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Duration time_to_cover = timings.getPlanningChunkDuration();
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CHECK (Time(nextRefPoint) >= startAnchor + time_to_cover);
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CHECK (Time(nextRefPoint) < startAnchor + time_to_cover + 1*frameDuration);
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}
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};
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/** Register this test class... */
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LAUNCHER (Timings_test, "unit engine");
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}}} // namespace steam::engine::test
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