LUMIERA.clone/tests/core/steam/engine/node-builder-test.cpp
Ichthyostega e444ad67c2 Invocation: complete demonstration of Node tree with Param Agent (closes #1386)
This is a high-level integration test to sum up this development effort
 * an advanced refactoring was carried out to introduce a
   flexible and fully-typed binding for the ''processing-functor''
 * this entailed a complete rework of the `FeedManifold` to integrate
   inline storage for a ''parameter tuple'' and input / output ''buffer tuples''
 * optional ''parameter functors'' were included into the design at a deep level,
   closely related to the binding of the processing-functor
 * the chosen design is thus a compromise between ''everything nodes''
   and a ''dedicated parameter-handling'' at invocation level

As a proof-of-concept, an scheme to handle extended parameters was devised,
using a special »Param Agent Node« and extension storage blocks in stack memory.
While not immediately necessary, this design exercise proves the overall design
is flexible enough to accommodate future extended needs.
2025-01-05 21:20:59 +01:00

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/*
NodeBuilder(Test) - creation and setup of render nodes
Copyright (C)
2024, Hermann Vosseler <Ichthyostega@web.de>
  **Lumiera** is free software; you can redistribute it and/or modify it
  under the terms of the GNU General Public License as published by the
  Free Software Foundation; either version 2 of the License, or (at your
  option) any later version. See the file COPYING for further details.
* *****************************************************************/
/** @file node-builder-test.cpp
** Unit test \ref NodeBuilder_test demonstrates how to build render nodes.
*/
#include "lib/test/run.hpp"
#include "steam/engine/node-builder.hpp"
#include "steam/engine/diagnostic-buffer-provider.hpp"
#include "steam/asset/meta/time-grid.hpp"
#include "lib/test/diagnostic-output.hpp"
#include "lib/time/timequant.hpp"
#include "lib/time/timecode.hpp"
#include "lib/symbol.hpp"
#include <array>
using lib::Symbol;
using std::string;
using std::array;
using lib::time::Time;
using lib::time::QuTime;
using lib::time::FrameNr;
using lib::time::SmpteTC;
namespace steam {
namespace engine{
namespace test {
namespace {
Symbol SECONDS_GRID = "grid_sec";
}
/***************************************************************//**
* @test creating and configuring various kinds of Render Nodes.
*/
class NodeBuilder_test : public Test
{
virtual void
run (Arg)
{
seedRand(); // used for simple time-based „automation“
steam::asset::meta::TimeGrid::build (SECONDS_GRID, 1);
build_simpleNode();
build_Node_fixedParam();
build_Node_dynamicParam();
build_connectedNodes();
build_ParamNode();
}
/** @test build a simple output-only Render Node
* @todo 12/24 ✔ define ⟶ ✔ implement
*/
void
build_simpleNode()
{
auto fun = [](uint* buff){ *buff = LIFE_AND_UNIVERSE_4EVER; };
ProcNode node{prepareNode("Test")
.preparePort()
.invoke("fun()", fun)
.completePort()
.build()};
CHECK (watch(node).isSrc());
CHECK (watch(node).ports().size() == 1);
CHECK (LIFE_AND_UNIVERSE_4EVER == invokeRenderNode (node));
}
/**
* @internal Helper for Render Node invocation
* - use a DiagnosticBufferProvider to allocate a result buffer
* - assuming that the Node internally does not allocate further buffers
* - pull from Port #0 of the given node, passing the \a nomTime as argument
* - expect the buffer to hold a single `uint` value after invocation
*/
uint
invokeRenderNode (ProcNode& theNode, Time nomTime =Time::ZERO)
{
BufferProvider& provider = DiagnosticBufferProvider::build();
BuffHandle buff = provider.lockBufferFor<long> (-55);
ProcessKey key{0};
uint port{0};
CHECK (-55 == buff.accessAs<long>());
// Trigger Node invocation...
buff = theNode.pull (port, buff, nomTime, key);
uint result = buff.accessAs<uint>();
buff.release();
return result;
}
/** @test build a Node with a fixed invocation parameter
* @todo 12/24 ✔ define ⟶ ✔ implement
*/
void
build_Node_fixedParam()
{
auto procFun = [](ushort param, uint* buff){ *buff = param; };
ProcNode node{prepareNode("Test")
.preparePort()
.invoke ("fun()", procFun)
.setParam (LIFE_AND_UNIVERSE_4EVER)
.completePort()
.build()};
CHECK (LIFE_AND_UNIVERSE_4EVER == invokeRenderNode (node));
}
/** @test build a Node with dynamically generated parameter
* - use a processing function which takes a parameter
* - use an _automation functor,_ which just quantises
* the time into an implicitly defined grid
* - install both into a render node
* - set a random _nominal time_ for invocation
* @todo 12/24 ✔ define ⟶ ✔ implement
*/
void
build_Node_dynamicParam()
{
auto procFun = [](long param, int* buff){ *buff = int(param); };
auto autoFun = [](Time nomTime){ return FrameNr::quant (nomTime, SECONDS_GRID); };
ProcNode node{prepareNode("Test")
.preparePort()
.invoke ("fun()", procFun)
.attachAutomation (autoFun)
.completePort()
.build()};
// invoke with a random »nominal Time« <10s with ms granularity
Time theTime{rani(10'000),0};
int res = invokeRenderNode (node, theTime);
// for verification: quantise the given Time into SMPTE timecode;
QuTime qantTime (theTime, SECONDS_GRID);
CHECK (res == SmpteTC(qantTime).secs);
// Explanation: since the param-functor quantises into a 1-second grid
// and the given time is below 1 minute, the seconds field
// of SMPTE Timecode should match the parameter value
}
/** @test build a chain with three connected Nodes
* - have two source nodes, which accept a parameter
* - but configure them differently: one gets a constant,
* while the other draws a random number
* - the third node takes two input buffers and and one output;
* it retrieves the input values, and sums them together
* - use the »simplified 1:1 wiring«, which connects consecutively
* each input slot to the next given node on the same port number;
* here we only use port#0 on all three nodes.
* @todo 12/24 ✔ define ⟶ ✔ implement
*/
void
build_connectedNodes()
{
using SrcBuffs = array<uint*, 2>;
auto sourceFun = [](uint param, uint* out) { *out = 1 + param; };
auto joinerFun = [](SrcBuffs src, uint* out){ *out = *src[0] + *src[1]; };
int peek{-1};
auto randParam = [&](TurnoutSystem&){ return peek = rani(100); };
ProcNode n1{prepareNode("Src1")
.preparePort()
.invoke ("fix-val()", sourceFun)
.setParam (LIFE_AND_UNIVERSE_4EVER)
.completePort()
.build()};
ProcNode n2{prepareNode("Src2")
.preparePort()
.invoke ("ran-val()", sourceFun)
.attachParamFun (randParam)
.completePort()
.build()};
ProcNode n3{prepareNode("Join")
.preparePort()
.invoke ("add()", joinerFun)
.connectLead(n1)
.connectLead(n2)
.completePort()
.build()};
uint res = invokeRenderNode(n3);
CHECK (res == peek+1 + LIFE_AND_UNIVERSE_4EVER+1 );
CHECK (peek != -1);
}
/** @test demonstrate the setup of a »Param Agent Node«
* - perform effectively the same computation as the preceding test
* - but use two new custom parameters in the Param Agent Node
* - pick them up from the nested source nodes by accessor-functors
* @todo 12/24 ✔ define ⟶ ✔ implement
*/
void
build_ParamNode()
{
// Note: using exactly the same functors as in the preceding test
using SrcBuffs = array<uint*, 2>;
auto sourceFun = [](uint param, uint* out) { *out = 1 + param; };
auto joinerFun = [](SrcBuffs src, uint* out){ *out = *src[0] + *src[1]; };
int peek{-1};
auto randParam = [&](TurnoutSystem&){ return peek = rani(100); };
// Step-1 : build a ParamSpec
auto spec = buildParamSpec()
.addValSlot (LIFE_AND_UNIVERSE_4EVER)
.addSlot (randParam)
;
auto get0 = spec.makeAccessor<0>();
auto get1 = spec.makeAccessor<1>();
// Step-2 : build delegate Node tree
ProcNode n1{prepareNode("Src1")
.preparePort()
.invoke ("fix-val()", sourceFun)
.retrieveParam (get0)
.completePort()
.build()};
ProcNode n2{prepareNode("Src2")
.preparePort()
.invoke ("ran-val()", sourceFun)
.retrieveParam (get1)
.completePort()
.build()};
ProcNode n3{prepareNode("Join")
.preparePort()
.invoke ("add()", joinerFun)
.connectLead(n1)
.connectLead(n2)
.completePort()
.build()};
// Step-3 : build Param Agent as entry point
ProcNode n4{prepareNode("Param")
.preparePort()
.computeParam(spec)
.delegateLead(n3)
.completePort()
.build()};
uint res = invokeRenderNode(n4);
CHECK (res == peek+1 + LIFE_AND_UNIVERSE_4EVER+1 );
CHECK (peek != -1);
}
};
/** Register this test class... */
LAUNCHER (NodeBuilder_test, "unit node");
}}} // namespace steam::engine::test