after completing the recent clean-up and refactoring work, the monad based framework for recursive tree expansion can be abandoned and retracted. This approach from functional programming leads to code, which is ''cool to write'' yet ''hard to understand.'' A second design attempt was based on the pipeline and decorator pattern and integrates the monadic expansion as a special case, used here to discover the prerequisites for a render job. This turned out to be more effective and prolific and became standard for several exploring and backtracking algorithms in Lumiera.
137 lines
3.7 KiB
C++
137 lines
3.7 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/test/test-helper.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/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 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::FSecs;
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using lib::time::FrameCnt;
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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::Time;
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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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FSecs
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randTicks()
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{
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return FSecs{1 + rand() % 600, 1 + rand() % 600};
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}
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} // (End) Test fixture
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/***************************************************************//**
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* @test document and verify frame timing calculations, which are
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* used in the Player / engine::Dispatcher, to translate a CalcStream
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* into individual node jobs.
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* @see TimingConstraints_test
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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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Timings timings (FrameRate::PAL);
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CHECK (timings.getOrigin() == Time::ZERO);
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ENSURE (START_FRAME == 10);
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CHECK (timings.getFrameStartAt(START_FRAME) == Time::ZERO + Duration(10, FrameRate::PAL));
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CHECK (timings.getFrameStartAt(START_FRAME+1) == Time::ZERO + Duration(11, FrameRate::PAL));
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}
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/** @test detect boundaries of frame planning chunks for arbitrary chunk duration.
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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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Time refPoint{randTicks()};
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FrameCnt startFrame = timings.getBreakPointAfter (refPoint);
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Time frameStart = timings.getFrameStartAt(startFrame);
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Duration frameDuration (1, FrameRate::PAL);
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CHECK (frameStart >= refPoint);
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CHECK (frameStart < refPoint + 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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