修改成异步的接口
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@@ -95,57 +95,50 @@ private:
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};
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TEST(dynamic_renderable_lifecycle_test,
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attach_during_render_is_non_blocking_and_visible_on_the_next_frame) {
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attach_during_render_is_queued_until_the_current_frame_finishes) {
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Scene2D_Context<> scene;
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auto gate = std::make_shared<Gate>();
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auto current = std::make_shared<Blocking_Renderable>(scene, gate);
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auto attached = std::make_shared<Counting_Renderable>(scene);
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scene.attach_renderable(current);
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scene.attach_renderable(current).wait();
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scene.render();
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gate->wait_until_arrived();
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std::atomic<bool> attach_finished{};
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std::thread controller([&] {
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scene.attach_renderable(attached);
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attach_finished.store(true, std::memory_order_release);
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std::atomic<bool> callback_called{};
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auto mutation = scene.attach_renderable(attached, {}, [&](std::exception_ptr exception) {
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EXPECT_FALSE(exception);
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callback_called.store(true, std::memory_order_release);
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});
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EXPECT_TRUE(wait_until([&] { return attach_finished.load(std::memory_order_acquire); }));
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EXPECT_FALSE(mutation.ready());
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EXPECT_FALSE(callback_called.load(std::memory_order_acquire));
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EXPECT_EQ(attached->prepare_count.load(std::memory_order_acquire), 0);
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gate->open();
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controller.join();
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scene.wait_for_render();
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mutation.wait();
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EXPECT_TRUE(wait_until([&] { return callback_called.load(std::memory_order_acquire); }));
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EXPECT_EQ(attached->prepare_count.load(std::memory_order_acquire), 0);
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scene.render();
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scene.wait_for_render();
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EXPECT_EQ(attached->prepare_count.load(std::memory_order_acquire), 1);
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}
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TEST(dynamic_renderable_lifecycle_test,
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detach_during_render_keeps_the_frame_owner_alive_until_execution_finishes) {
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detach_during_render_waits_for_the_frame_before_releasing_scene_ownership) {
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Scene2D_Context<> scene;
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auto gate = std::make_shared<Gate>();
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std::atomic<bool> destroyed{};
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auto renderable = std::make_shared<Blocking_Renderable>(scene, gate, 1, &destroyed);
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std::weak_ptr<Blocking_Renderable> weak = renderable;
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scene.attach_renderable(renderable);
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scene.attach_renderable(renderable).wait();
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scene.render();
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gate->wait_until_arrived();
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std::atomic<bool> detach_finished{};
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std::thread controller([&] {
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scene.detach_renderable(renderable);
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detach_finished.store(true, std::memory_order_release);
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});
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EXPECT_TRUE(wait_until([&] { return detach_finished.load(std::memory_order_acquire); }));
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controller.join();
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auto mutation = scene.detach_renderable(renderable);
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EXPECT_FALSE(mutation.ready());
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renderable.reset();
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EXPECT_FALSE(destroyed.load(std::memory_order_acquire));
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EXPECT_FALSE(weak.expired());
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gate->open();
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scene.wait_for_render();
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mutation.wait();
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EXPECT_TRUE(wait_until([&] { return destroyed.load(std::memory_order_acquire); }));
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EXPECT_TRUE(weak.expired());
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EXPECT_EQ(scene.renderable_count(), 0u);
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@@ -164,15 +157,16 @@ TEST(dynamic_renderable_lifecycle_test,
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scene.attach_renderable(child, {
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.dependency_parents = {first_parent}
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});
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scene.wait_for_mutations();
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scene.render();
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first_gate->wait_until_arrived();
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scene.set_dependency_parent(child, second_parent);
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auto reparent = scene.set_dependency_parent(child, second_parent);
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EXPECT_FALSE(reparent.ready());
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EXPECT_EQ(child->prepare_count.load(std::memory_order_acquire), 0);
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first_gate->open();
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scene.wait_for_render();
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reparent.wait();
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EXPECT_EQ(child->prepare_count.load(std::memory_order_acquire), 1);
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scene.render();
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second_gate->wait_until_arrived();
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EXPECT_EQ(child->prepare_count.load(std::memory_order_acquire), 1);
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@@ -258,9 +252,9 @@ TEST(dynamic_renderable_lifecycle_test,
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scene.render();
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scene.wait_for_render();
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scene.wait_for_mutations();
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EXPECT_EQ(renderable->prepare_count.load(std::memory_order_acquire), 1);
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EXPECT_EQ(scene.renderable_count(), 0u);
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scene.render();
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scene.wait_for_render();
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EXPECT_EQ(renderable->prepare_count.load(std::memory_order_acquire), 1);
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@@ -327,21 +321,25 @@ TEST(dynamic_renderable_lifecycle_test,
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Scene2D_Context<Low_Latency_Strategy<Scene2D_Frame_Data>, Tracking_Color_Cache> scene;
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auto gate = std::make_shared<Gate>();
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auto renderable = std::make_shared<Blocking_Painted_Renderable>(scene, gate);
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scene.attach_renderable(renderable);
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scene.attach_renderable(renderable).wait();
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ASSERT_EQ(Tracking_Color_Cache::next_instance_id.load(), 2);
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Tracking_Color_Cache::watched_instance.store(2, std::memory_order_release);
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scene.render();
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gate->wait_until_arrived();
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scene.detach_renderable(renderable);
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auto detach = scene.detach_renderable(renderable);
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auto attach = scene.attach_renderable(renderable);
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EXPECT_FALSE(detach.ready());
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EXPECT_FALSE(attach.ready());
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EXPECT_FALSE(Tracking_Color_Cache::watched_destroyed.load(std::memory_order_acquire));
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scene.attach_renderable(renderable);
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ASSERT_EQ(Tracking_Color_Cache::next_instance_id.load(), 3);
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EXPECT_EQ(Tracking_Color_Cache::next_instance_id.load(), 2);
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gate->open();
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scene.wait_for_render();
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detach.wait();
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attach.wait();
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EXPECT_TRUE(wait_until([] {
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return Tracking_Color_Cache::watched_destroyed.load(std::memory_order_acquire);
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}));
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ASSERT_EQ(Tracking_Color_Cache::next_instance_id.load(), 3);
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scene.with_final_color_cache([](const Tracking_Color_Cache& cache) {
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EXPECT_EQ(cache.samples, std::vector<int>({2}));
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});
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@@ -446,7 +444,7 @@ TEST(dynamic_renderable_lifecycle_test,
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controller.join();
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controls_done.store(true, std::memory_order_release);
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renderer.join();
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scene.wait_for_mutations();
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EXPECT_EQ(failures.load(std::memory_order_acquire), 0);
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EXPECT_EQ(violations.load(std::memory_order_acquire), 0);
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EXPECT_EQ(scene.renderable_count(), 2u);
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