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Renderive/Kernel/tests/renderive/renderable/base/Renderable_Base_Test.cpp
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2026-08-13 08:45:18 +08:00

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#include <gtest/gtest.h>
#include <cmath>
#include <condition_variable>
#include <memory>
#include <mutex>
#include <atomic>
#include "renderive/renderable/Renderable.hpp"
#include "renderive/scene/Scene.hpp"
struct Renderable_Base_Test_Renderable : Renderable_Base {
Renderable_Base_Test_Renderable(Scene_Base& scene, bool cache_enabled) : Renderable_Base(scene, {.cache_enabled = cache_enabled}) {}
void prepare(const Prepare_Render_Context&) override {
++render_count;
}
int render_count{};
};
TEST(renderable_base_test, exposes_scene_and_strategy_through_accessors) {
Scene2D_Context<> low_latency_scene;
Scene2D_Context<Manual_Refresh_Strategy<Scene2D_Frame_Data>> manual_scene;
Renderable_Base_Test_Renderable low_latency_renderable(low_latency_scene, true);
Renderable_Base_Test_Renderable manual_renderable(manual_scene, true);
EXPECT_EQ(&low_latency_renderable.scene(), &low_latency_scene);
EXPECT_EQ(&low_latency_renderable.scene().frame_control_strategy(), &low_latency_scene.frame_control);
EXPECT_DOUBLE_EQ(low_latency_renderable.scene().frame_control_strategy().frequency_hz(), 60.0);
EXPECT_TRUE(std::isnan(manual_renderable.scene().frame_control_strategy().frequency_hz()));
}
TEST(renderable_base_test, controls_cache_with_configuration) {
Scene2D_Context<> scene;
auto cached = std::make_shared<Renderable_Base_Test_Renderable>(scene, true);
auto uncached = std::make_shared<Renderable_Base_Test_Renderable>(scene, false);
scene.attach_renderable(cached);
scene.attach_renderable(uncached);
scene.render();
scene.wait_for_render();
scene.render();
scene.wait_for_render();
EXPECT_EQ(cached->render_count, 1);
EXPECT_EQ(uncached->render_count, 2);
cached->invalidate_prepare();
scene.render();
scene.wait_for_render();
EXPECT_EQ(cached->render_count, 2);
EXPECT_EQ(uncached->render_count, 3);
}
TEST(renderable_base_test, changes_configuration_through_scene) {
Scene2D_Context<> scene;
auto renderable = std::make_shared<Renderable_Base_Test_Renderable>(scene, false);
scene.attach_renderable(renderable);
scene.render();
scene.wait_for_render();
scene.set_renderable_configuration(renderable, {.cache_enabled = true});
scene.render();
scene.wait_for_render();
EXPECT_TRUE(renderable->configuration().cache_enabled);
EXPECT_EQ(renderable->render_count, 1);
}
struct Renderable_Base_Cache_Invalidation_Test_Renderable : Renderable_Base {
explicit Renderable_Base_Cache_Invalidation_Test_Renderable(Scene_Base& scene) : Renderable_Base(scene, {.cache_enabled = true}) {}
void prepare(const Prepare_Render_Context&) override {
const int count = render_count.fetch_add(1, std::memory_order_acq_rel) + 1;
if (count != 1) {
return;
}
std::unique_lock lock(mutex);
started = true;
condition.notify_all();
condition.wait(lock, [this] {
return released;
});
}
void wait_started() {
std::unique_lock lock(mutex);
condition.wait(lock, [this] {
return started;
});
}
void release() {
std::lock_guard lock(mutex);
released = true;
condition.notify_all();
}
std::atomic<int> render_count{};
std::mutex mutex;
std::condition_variable condition;
bool started{};
bool released{};
};
TEST(renderable_base_test, preserves_cache_invalidation_that_happens_during_render) {
Scene2D_Context<> scene;
auto renderable = std::make_shared<Renderable_Base_Cache_Invalidation_Test_Renderable>(scene);
scene.attach_renderable(renderable);
scene.render();
renderable->wait_started();
renderable->invalidate_prepare();
renderable->release();
scene.wait_for_render();
EXPECT_FALSE(renderable->prepare_cache_valid());
scene.render();
scene.wait_for_render();
EXPECT_EQ(renderable->render_count.load(std::memory_order_acquire), 2);
EXPECT_TRUE(renderable->prepare_cache_valid());
}
struct Renderable_Base_Render_Graph_Rebuild_Test_Renderable : Renderable_Base {
explicit Renderable_Base_Render_Graph_Rebuild_Test_Renderable(Scene_Base& scene) : Renderable_Base(scene) {}
void build_prepare_graph(Renderable_Graph_Builder& graph) override {
const int count = build_count.fetch_add(1, std::memory_order_acq_rel) + 1;
if (count == 1) {
std::unique_lock lock(mutex);
build_started = true;
condition.notify_all();
condition.wait(lock, [this] {
return release_build;
});
}
graph.emplace("prepare", "graph_rebuild_test",
[](const Prepare_Render_Context&) {});
}
void wait_build_started() {
std::unique_lock lock(mutex);
condition.wait(lock, [this] {
return build_started;
});
}
void release() {
std::lock_guard lock(mutex);
release_build = true;
condition.notify_all();
}
std::shared_ptr<const Renderable_Graph> graph_snapshot() {
return render_graph();
}
void request_graph_rebuild() {
rebuild_render_graph();
}
std::atomic<int> build_count{};
std::mutex mutex;
std::condition_variable condition;
bool build_started{};
bool release_build{};
};
TEST(renderable_base_test, preserves_rebuild_request_that_arrives_during_render_graph_build) {
Scene2D_Context<> scene;
Renderable_Base_Render_Graph_Rebuild_Test_Renderable renderable(scene);
std::shared_ptr<const Renderable_Graph> first_graph;
std::thread builder([&] {
first_graph = renderable.graph_snapshot();
});
renderable.wait_build_started();
std::thread rebuilder([&] {
renderable.request_graph_rebuild();
});
renderable.release();
builder.join();
rebuilder.join();
const auto second_graph = renderable.graph_snapshot();
EXPECT_EQ(renderable.build_count.load(std::memory_order_acquire), 2);
EXPECT_NE(first_graph.get(), second_graph.get());
}
TEST(renderable_base_test, render_graph_snapshots_remain_valid_during_concurrent_rebuilds) {
Scene2D_Context<> scene;
Renderable_Base_Render_Graph_Rebuild_Test_Renderable renderable(scene);
renderable.release();
std::atomic<bool> running{true};
std::thread rebuilder([&] {
for (int index = 0; index < 500; ++index) {
renderable.request_graph_rebuild();
}
running.store(false, std::memory_order_release);
});
while (running.load(std::memory_order_acquire)) {
const auto graph = renderable.graph_snapshot();
ASSERT_TRUE(graph);
EXPECT_EQ(graph->graph.nodes.size(), 1);
}
rebuilder.join();
const auto graph = renderable.graph_snapshot();
ASSERT_TRUE(graph);
EXPECT_EQ(graph->graph.nodes.size(), 1);
}
TEST(renderable_base_test, configuration_snapshot_is_safe_during_scene_updates) {
Scene2D_Context<> scene;
auto renderable = std::make_shared<Renderable_Base_Test_Renderable>(scene, false);
scene.attach_renderable(renderable);
std::atomic<bool> running{true};
std::thread writer([&] {
for (int index = 0; index < 1000; ++index) {
scene.set_renderable_configuration(renderable, {.cache_enabled = index % 2 != 0});
}
running.store(false, std::memory_order_release);
});
while (running.load(std::memory_order_acquire)) {
const auto configuration = renderable->configuration();
static_cast<void>(configuration.cache_enabled);
}
writer.join();
EXPECT_TRUE(renderable->configuration().cache_enabled);
}