#include #include #include #include #include #include #include #include #include #include "renderive/renderable/Renderable.hpp" #include "renderive/scene/Scene.hpp" #include "renderive/scene/Scene_Test_Helpers.hpp" namespace { template bool wait_until(Predicate&& predicate) { const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(2); while (!predicate()) { if (std::chrono::steady_clock::now() >= deadline) return false; std::this_thread::yield(); } return true; } } struct Scene_Base_Test_Renderable : Renderable_Base { Scene_Base_Test_Renderable() = default; void prepare(const Prepare_Render_Context& context) override { render_sequence = context.frame.render_sequence; ++render_count; } std::uint64_t render_sequence{}; int render_count{}; }; struct Scene_Base_Throwing_Renderable : Renderable_Base { Scene_Base_Throwing_Renderable() : Renderable_Base({.cache_enabled = false}) {} void prepare(const Prepare_Render_Context&) override { throw std::runtime_error("render failed"); } }; struct Scene_Base_Blocking_Renderable : Renderable_Base { Scene_Base_Blocking_Renderable() : Renderable_Base({.cache_enabled = false}) {} void prepare(const Prepare_Render_Context&) override { std::unique_lock lock(mutex); rendering = true; condition.notify_all(); condition.wait(lock, [this] { return released; }); } void wait_rendering() { std::unique_lock lock(mutex); condition.wait(lock, [this] { return rendering; }); } void release() { std::lock_guard lock(mutex); released = true; condition.notify_all(); } std::mutex mutex; std::condition_variable condition; bool rendering{}; bool released{}; }; TEST(scene_base_test, attach_builder_is_synchronous_before_runtime) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); { auto builder = scene.attach_builder(); builder.attach(renderable); EXPECT_EQ(scene.renderable_count(), 1u); } scene.render(); scene.wait_for_render(); EXPECT_EQ(renderable->render_count, 1); EXPECT_EQ(renderable->render_sequence, 1); } TEST(scene_base_test, attach_builder_can_build_complete_initial_topology) { Scene2D_Context<> scene; auto parent = renderive_Owner::make(); auto child = renderive_Owner::make(); { auto builder = scene.attach_builder(); builder.attach(parent); builder.attach(child); builder.set_parent(Scene_Base::Relationship::display, child, parent); builder.set_parent(Scene_Base::Relationship::dependency, child, parent); } const auto topology = scene.topology_snapshot(); EXPECT_EQ(topology.renderables.size(), 2u); EXPECT_TRUE(std::ranges::any_of(topology.display, [&](const auto& relation) { return relation.child.get() == child.get() && relation.parent.get() == parent.get(); })); EXPECT_TRUE(std::ranges::any_of(topology.dependency, [&](const auto& relation) { return relation.child.get() == child.get() && relation.parent.get() == parent.get(); })); } TEST(scene_base_test, attach_builder_rejects_null_renderable) { Scene2D_Context<> scene; auto builder = scene.attach_builder(); EXPECT_THROW(builder.attach({}), std::invalid_argument); } TEST(scene_base_test, attach_builder_is_rejected_after_runtime_starts) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); attach_initial(scene, renderable); scene.render(); scene.wait_for_render(); EXPECT_THROW(scene.attach_builder(), std::logic_error); } TEST(scene_base_test, edit_renderables_waits_for_inflight_frame) { Scene2D_Context<> scene; auto blocking = renderive_Owner::make(); auto added = renderive_Owner::make(); attach_initial(scene, blocking); scene.render(); blocking->wait_rendering(); std::atomic edited{}; scene.edit_renderables([added, &edited](auto& editor) { editor.attach(added); edited.store(true, std::memory_order_release); }); EXPECT_FALSE(edited.load(std::memory_order_acquire)); blocking->release(); scene.wait_for_render(); EXPECT_TRUE(wait_until([&] { return edited.load(std::memory_order_acquire); })); EXPECT_EQ(added->render_count, 0); scene.render(); scene.wait_for_render(); EXPECT_EQ(added->render_count, 1); } TEST(scene_base_test, one_runtime_edit_can_rewire_and_detach_without_internal_repair) { Scene2D_Context<> scene; auto first_parent = renderive_Owner::make(); auto second_parent = renderive_Owner::make(); auto child = renderive_Owner::make(); with_attach_builder(scene, [&](auto& builder) { builder.attach(first_parent); builder.attach(second_parent); builder.attach(child); builder.set_parent(Scene_Base::Relationship::display, child, first_parent); builder.set_parent(Scene_Base::Relationship::dependency, child, first_parent); }); wait_renderable_edit(scene, [first_parent, second_parent, child](auto& editor) { editor.set_parent(Scene_Base::Relationship::display, child, second_parent); editor.set_parent(Scene_Base::Relationship::dependency, child, second_parent); editor.detach(first_parent); }); const auto topology = scene.topology_snapshot(); EXPECT_EQ(topology.renderables.size(), 2u); EXPECT_TRUE(std::ranges::any_of(topology.display, [&](const auto& relation) { return relation.child.get() == child.get() && relation.parent.get() == second_parent.get(); })); } TEST(scene_base_test, detach_releases_scene_ownership_after_edit_applies) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); std::weak_ptr weak = renderable.share(); attach_initial(scene, renderable); wait_renderable_edit(scene, [renderable](auto& editor) { editor.detach(renderable); }); renderable.reset(); EXPECT_TRUE(weak.expired()); EXPECT_EQ(scene.renderable_count(), 0u); } TEST(scene_base_test, topology_snapshot_retains_renderable_lifetime) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); std::weak_ptr weak = renderable.share(); attach_initial(scene, renderable); const auto snapshot = scene.topology_snapshot(); wait_renderable_edit(scene, [renderable](auto& editor) { editor.detach(renderable); }); renderable.reset(); EXPECT_FALSE(weak.expired()); EXPECT_EQ(snapshot.renderables.size(), 1u); EXPECT_EQ(snapshot.renderables.front().get(), weak.lock().get()); } TEST(scene_base_test, non_structural_configuration_update_does_not_wait_for_render) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); attach_initial(scene, renderable); scene.render(); renderable->wait_rendering(); std::atomic updated{}; std::thread writer([&] { renderable->set_configuration({.cache_enabled = true}); updated.store(true, std::memory_order_release); }); EXPECT_TRUE(wait_until([&] { return updated.load(std::memory_order_acquire); })); renderable->release(); writer.join(); scene.wait_for_render(); EXPECT_TRUE(renderable->configuration().cache_enabled); } TEST(scene_base_test, concurrent_render_and_runtime_structure_edits_are_serialized_by_worker) { Scene2D_Context<> scene; auto parent = renderive_Owner::make(); auto child = renderive_Owner::make(); attach_initial(scene, parent, child); std::thread renderer([&] { for (int index = 0; index < 50; ++index) { scene.render(); scene.wait_for_render(); } }); std::thread editor([&] { for (int index = 0; index < 50; ++index) { scene.edit_renderables([parent, child, index](auto& edit) { if (index % 2 == 0) { edit.set_parent(Scene_Base::Relationship::dependency, child, parent); edit.set_parent(Scene_Base::Relationship::display, child, parent); } else { edit.clear_parents(Scene_Base::Relationship::dependency, child); edit.clear_parents(Scene_Base::Relationship::display, child); } }); } }); renderer.join(); editor.join(); scene.render(); scene.wait_for_render(); EXPECT_EQ(scene.renderable_count(), 2u); } TEST(scene_base_test, wait_for_render_propagates_background_render_failure) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); attach_initial(scene, renderable); scene.render(); EXPECT_THROW(scene.wait_for_render(), std::runtime_error); } TEST(scene_base_test, scene_destruction_does_not_throw_after_background_render_failure) { { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); attach_initial(scene, renderable); scene.render(); } EXPECT_TRUE(true); } TEST(scene_base_test, all_waiters_receive_the_same_render_failure) { Scene2D_Context<> scene; auto renderable = renderive_Owner::make(); attach_initial(scene, renderable); scene.render(); std::atomic failures{}; auto waiter = [&] { try { scene.wait_for_render(); } catch (const std::runtime_error&) { failures.fetch_add(1, std::memory_order_relaxed); } }; std::thread first(waiter); std::thread second(waiter); first.join(); second.join(); EXPECT_EQ(failures.load(), 2); }