接入3D secene taskflow
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@@ -1,10 +1,14 @@
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#include "render_3D/Point_Visual.h"
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#include "render_3D/detail/Point_Core.h"
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#include <renderive/frame_control/Frame_Control.hpp>
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#include <renderive/scene/Scene.hpp>
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#include <gtest/gtest.h>
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <cmath>
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#include <memory>
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#include <thread>
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#include <vector>
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@@ -12,42 +16,73 @@
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namespace renderive::render_3d {
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namespace {
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using Test_Frame_Control = Low_Latency_Strategy<Scene3D_Frame_Data>;
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struct Test_Scene final
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: Scene3D_Context<Test_Frame_Control, detail::Scene_State>,
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Scene_Renderer {
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explicit Test_Scene(const std::shared_ptr<Point_Visual>& visual) {
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Scene_State_Strategy::set<&detail::Scene_State::viewport>(
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Extent{320, 180});
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point_id = visual->renderable_id();
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auto builder = attach_builder();
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builder.attach(renderive_Owner<Point_Visual>(visual));
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}
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~Test_Scene() override { shutdown(); }
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void render_frame() {
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{
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auto painter = frame_control.acquire_painter();
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ASSERT_TRUE(painter);
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publish_frame_state();
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}
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auto renderer = frame_control.acquire_renderer();
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ASSERT_TRUE(renderer);
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render(*renderer);
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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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prepared = context.prepared<detail::Prepared_Point>(point_id);
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ASSERT_TRUE(prepared);
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EXPECT_EQ(context.frame.scene_state<detail::Scene_State>().viewport,
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(Extent{320, 180}));
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}
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Renderable_Id point_id{};
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std::shared_ptr<const detail::Prepared_Point> prepared;
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};
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static_assert(std::derived_from<Point_Visual, Renderable>);
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static_assert(std::derived_from<Point_Visual, ::Renderable_Base>);
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TEST(PointState, UsesKernelDoubleStateAtFrameBoundary) {
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TEST(PointState, PublishesStateAndBulkDataIntoFrameLocalPreparedOutput) {
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auto visual = Point_Visual::Builder{}.build(
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std::vector<Point>{{{1.0F, 2.0F, 3.0F}, {1, 2, 3, 255}, 7.0F}});
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ASSERT_TRUE(visual);
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const auto initial_observation = visual->observation();
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EXPECT_EQ(initial_observation.event,
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Renderable_Observer_Event::Data_Updated);
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EXPECT_EQ(initial_observation.data_revision, 1U);
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EXPECT_EQ(initial_observation.item_count, 1U);
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Point_State configured;
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configured.visible = false;
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configured.style.stroke_width_px = 3.0F;
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visual->set<&Point_State::visible>(configured.visible);
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visual->set<&Point_State::style>(configured.style);
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EXPECT_EQ(visual->observation().event,
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Renderable_Observer_Event::Cache_Updated);
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const auto published = detail::publish_point(*visual);
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EXPECT_EQ(visual->observation().event,
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Renderable_Observer_Event::Published);
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EXPECT_EQ(published.state, configured);
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ASSERT_EQ(published.data->size(), 1U);
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EXPECT_EQ(published.data->front().position, (Vec3{1.0F, 2.0F, 3.0F}));
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EXPECT_EQ(published.state_revision, 1U);
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EXPECT_EQ(published.data_revision, 1U);
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Test_Scene scene(visual);
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scene.render_frame();
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ASSERT_TRUE(scene.prepared);
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EXPECT_EQ(scene.prepared->state, configured);
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ASSERT_EQ(scene.prepared->positions.size(), 1U);
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EXPECT_EQ(scene.prepared->positions.front(),
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(std::array<float, 3>{1.0F, 2.0F, 3.0F}));
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EXPECT_EQ(scene.prepared->data_revision, 1U);
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}
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TEST(PointState, PublishesImmutableBulkPayloadsThroughDoubleBuffer) {
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TEST(PointState, PublishesImmutableBulkPayloadsAcrossConcurrentUpdates) {
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auto visual = Point_Visual::Builder{}.build();
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ASSERT_TRUE(visual);
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constexpr int update_count = 500;
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constexpr std::uint64_t initial_data_revision = 1;
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Test_Scene scene(visual);
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constexpr int update_count = 200;
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std::atomic<bool> done{};
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std::thread writer([&] {
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@@ -63,21 +98,22 @@ TEST(PointState, PublishesImmutableBulkPayloadsThroughDoubleBuffer) {
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});
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do {
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const auto published = detail::publish_point(*visual);
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if (!published.data->empty()) {
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const float expected = published.data->front().position.x;
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for (const auto& point : *published.data)
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EXPECT_EQ(point.position.x, expected);
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scene.render_frame();
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const auto prepared = scene.prepared;
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ASSERT_TRUE(prepared);
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if (!prepared->positions.empty()) {
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const float expected = prepared->positions.front()[0];
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for (const auto& point : prepared->positions)
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EXPECT_EQ(point[0], expected);
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}
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} while (!done.load(std::memory_order_acquire));
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writer.join();
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const auto published = detail::publish_point(*visual);
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EXPECT_GT(published.data_revision, 0U);
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EXPECT_LE(published.data_revision,
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initial_data_revision + update_count);
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ASSERT_FALSE(published.data->empty());
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EXPECT_EQ(published.data->front().position.x, static_cast<float>(update_count));
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scene.render_frame();
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ASSERT_TRUE(scene.prepared);
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ASSERT_FALSE(scene.prepared->positions.empty());
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EXPECT_EQ(scene.prepared->positions.front()[0],
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static_cast<float>(update_count));
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}
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TEST(PointState, RejectsInvalidStateAndPayloadAtTheOwningBoundary) {
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@@ -87,66 +123,34 @@ TEST(PointState, RejectsInvalidStateAndPayloadAtTheOwningBoundary) {
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invalid.style.stroke_width_px = -1.0F;
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EXPECT_THROW(visual->set<&Point_State::style>(invalid.style),
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std::invalid_argument);
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EXPECT_THROW(visual->update_points(std::vector<Point>{{{}, {}, 0.0F}}),
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std::invalid_argument);
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}
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TEST(PointFrameControl, UsesDedicatedThreeDimensionalFrameStrategy) {
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TEST(PointRenderPlan, OrdersParallelPreparationBeforeSingleSceneRenderNode) {
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auto visual = Point_Visual::Builder{}.build(
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std::vector<Point>{{{}, {}, 8.0F}});
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ASSERT_TRUE(visual);
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detail::Scene_State_Buffer scene({{320, 180}, {}});
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detail::Input_Collector input;
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const auto prepare = [&](detail::Point_Frame_Strategy& strategy) {
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auto lease = strategy.acquire_painter();
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if (!lease)
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return false;
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auto published_scene = scene.publish_state();
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lease->scene = std::move(published_scene.state);
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lease->scene_revision = published_scene.revision;
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lease->point = detail::publish_point(*visual);
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lease->input = input.drain();
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return true;
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};
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Test_Scene scene(visual);
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scene.render_frame();
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detail::Point_Frame_Strategy manual(Frame_Mode::Manual, 60.0);
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EXPECT_TRUE(prepare(manual));
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auto manual_status = manual.status();
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EXPECT_EQ(manual_status.mode, Frame_Mode::Manual);
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EXPECT_EQ(manual_status.produced_frame_count, 1U);
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EXPECT_EQ(manual_status.pending_frame_count, 1U);
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EXPECT_FALSE(static_cast<bool>(manual.acquire_renderer()));
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EXPECT_TRUE(manual.refresh());
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{
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auto rendered = manual.acquire_renderer();
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ASSERT_TRUE(rendered);
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EXPECT_EQ(rendered->point.data->size(), 1U);
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}
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manual_status = manual.status();
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EXPECT_EQ(manual_status.consumed_frame_count, 1U);
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EXPECT_EQ(manual_status.pending_frame_count, 0U);
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detail::Point_Frame_Strategy playback(Frame_Mode::Playback, 60.0);
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EXPECT_TRUE(prepare(playback));
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visual->update_points(std::vector<Point>(2, Point{{}, {}, 8.0F}));
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EXPECT_TRUE(prepare(playback));
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auto playback_status = playback.status();
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EXPECT_EQ(playback_status.produced_frame_count, 2U);
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EXPECT_EQ(playback_status.pending_frame_count, 2U);
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{
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auto first = playback.acquire_renderer();
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ASSERT_TRUE(first);
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EXPECT_EQ(first->point.data->size(), 1U);
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}
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{
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auto second = playback.acquire_renderer();
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ASSERT_TRUE(second);
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EXPECT_EQ(second->point.data->size(), 2U);
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}
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playback_status = playback.status();
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EXPECT_EQ(playback_status.consumed_frame_count, 2U);
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EXPECT_EQ(playback_status.pending_frame_count, 0U);
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const auto plan = scene.render_plan_snapshot();
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ASSERT_TRUE(plan);
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const auto prepare = 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.owner_id == visual->renderable_id() &&
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node.kind == Render_Node_Kind::prepare;
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});
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const auto render = 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(prepare, plan->graph.nodes.end());
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ASSERT_NE(render, plan->graph.nodes.end());
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EXPECT_NE(std::find(plan->graph.edges.begin(), plan->graph.edges.end(),
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Render_Edge{prepare->node_id, render->node_id}),
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plan->graph.edges.end());
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}
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} // namespace
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