Looking through all my work notes, it seems that all the problematic aspects are now solved in a satisfactory way. * it is clear how to dependency-inject a `BufferProvider` * the internals of the `BufferProvider` front-End have been restructured * there are now two ''pillars'' of the implementation: `BufferStage` and `BufferStore` * both can be subclassed independently * `BufferProviderSetup` exposes a proxying-mechanism (used for `DiagnosticBufferProvider`) * the `BufferMetadata` have been reviewed and some minor details were rectified * after a re-Design of `OutputSlot`, `BuffHandle` can now be used as unified front-End * both `DiagnosticBufferProvider` and `DiagnosticOutputSlot` have been rewritten * they are now independent, self-contained specialisations, layered on top Overall, what might seem like a detour, was an important step towards well-balanced structures and a better understanding of the Render Engine.
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/*
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EngineCtx(Test) - calculation of (internal) buffer metadata type keys
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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-ctx-test.cpp
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** unit test \ref EngineCtx_test
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*/
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#include "lib/error.hpp"
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#include "test/run.hpp"
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#include "test/test-helper.hpp"
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#include "steam/engine/engine-ctx.hpp"
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#include "vault/mem/buffer-provider.hpp"
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#include "lib/util.hpp"
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using util::isSameObject;
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using vault::mem::BuffHandle;
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using vault::mem::BufferProvider;
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namespace steam {
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namespace engine{
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namespace test {
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using LERR_(LIFECYCLE);
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/*****************************************************************************//**
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* @test verify context with generic management services for Dependency Injection,
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* used within the Render Node Network to hide global setup state.
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*/
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class EngineCtx_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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auto& ctx = EngineCtx::access;
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BufferProvider& provider = ctx().mem;
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// in the default config (for tests) there is no separate cache provider
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CHECK (isSameObject (provider, ctx().cache));
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BuffHandle buff = provider.lockBufferFor<int>();
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CHECK (buff.isValid());
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CHECK (sizeof(int) <= buff.size());
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buff.accessAs<int>() = -LIFE_AND_UNIVERSE_4EVER;
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CHECK (buff.accessAs<int>() == -int(LIFE_AND_UNIVERSE_4EVER));
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uint alternativeTruth = buff.accessAs<uint>();
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CHECK (alternativeTruth == -LIFE_AND_UNIVERSE_4EVER);
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buff.release();
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CHECK (not buff.isValid());
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VERIFY_ERROR (LIFECYCLE, buff.accessAs<int>() );
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}
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};
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/** Register this test class... */
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LAUNCHER (EngineCtx_test, "unit engine");
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}}} // namespace steam::engine::test
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