接入3D secene taskflow
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@@ -1,6 +1,8 @@
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#include <gtest/gtest.h>
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#include <algorithm>
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#include <atomic>
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#include <memory>
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#include <vector>
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#include "renderive/renderable/Renderable.hpp"
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#include "renderive/renderable/Renderable_Test_Harness.hpp"
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#include "renderive/scene/Scene.hpp"
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@@ -23,6 +25,95 @@ TEST(scene3d_context_test, uses_scene_3d_base_contract) {
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EXPECT_EQ(renderable->render_count.load(), 1);
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EXPECT_TRUE(renderable->scene_is_3d);
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}
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struct Prepared_Mesh_Count {
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std::size_t vertex_count{};
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};
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struct Scene3D_Prepared_Data_Renderable : Renderable_Test_Harness {
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void prepare_for_test(const Prepare_Render_Context& context) override {
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context.publish<Prepared_Mesh_Count>(
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std::make_shared<const Prepared_Mesh_Count>(
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Prepared_Mesh_Count{42}));
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}
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};
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struct Scene3D_Render_Node_Test_Scene final
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: Scene3D_Context<>, Scene_Renderer {
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void render_scene(const Scene_Render_Context& context) override {
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prepared = context.prepared<Prepared_Mesh_Count>(owner);
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}
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Renderable_Id owner{};
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std::shared_ptr<const Prepared_Mesh_Count> prepared;
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};
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TEST(scene3d_context_test,
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transfers_frame_local_prepared_data_to_single_scene_render_node) {
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Scene3D_Render_Node_Test_Scene scene;
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auto renderable = renderive_Owner<Scene3D_Prepared_Data_Renderable>::make();
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scene.owner = renderable->renderable_id();
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attach_initial(scene, renderable);
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scene.render();
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scene.wait_for_render();
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ASSERT_TRUE(scene.prepared);
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EXPECT_EQ(scene.prepared->vertex_count, 42U);
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const auto plan = scene.render_plan_snapshot();
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ASSERT_TRUE(plan);
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const auto render_node = std::find_if(
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plan->graph.nodes.begin(), plan->graph.nodes.end(),
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[](const Render_Node& node) {
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return node.kind == Render_Node_Kind::render;
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});
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ASSERT_NE(render_node, plan->graph.nodes.end());
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EXPECT_TRUE(std::any_of(
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plan->graph.edges.begin(), plan->graph.edges.end(),
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[&](const Render_Edge& edge) {
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return edge.to == render_node->node_id;
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}));
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}
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struct Scene3D_Historical_State {
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int value{};
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};
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struct Scene3D_Playback_Snapshot_Test_Scene final
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: Scene3D_Context<Flow_Refresh_Strategy<Scene3D_Frame_Data>,
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Scene3D_Historical_State>,
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Scene_Renderer {
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void enqueue(int value) {
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Scene_State_Strategy::set<&Scene3D_Historical_State::value>(value);
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auto frame = frame_control.acquire_painter();
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ASSERT_TRUE(frame);
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publish_frame_state(*frame);
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}
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void render_next() {
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auto frame = frame_control.acquire_renderer();
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ASSERT_TRUE(frame);
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render(*frame);
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wait_for_render();
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}
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void render_scene(const Scene_Render_Context& context) override {
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rendered.push_back(
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context.frame.scene_state<Scene3D_Historical_State>().value);
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}
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std::vector<int> rendered;
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};
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TEST(scene3d_context_test,
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playback_uses_the_scene_snapshot_captured_at_frame_publication) {
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Scene3D_Playback_Snapshot_Test_Scene scene;
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scene.enqueue(11);
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scene.enqueue(23);
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scene.render_next();
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scene.render_next();
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EXPECT_EQ(scene.rendered, (std::vector<int>{11, 23}));
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}
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struct Scene3D_Dependency_Cache_Test_Renderable : Renderable_Test_Harness {
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explicit Scene3D_Dependency_Cache_Test_Renderable()
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: Renderable_Test_Harness({.cache_enabled = true}) {}
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