35 using engine::ExitNode;
75 subDead.emplace_back(55);
76 CHECK (55 == subDead[0].getPipelineIdentity());
77 CHECK (isnil (subDead[0].getPrerequisites()));
80 superDead.emplace_back(23, move (subDead));
81 superDead.emplace_front(13);
82 CHECK (13 == superDead[0].getPipelineIdentity());
83 CHECK (23 == superDead[1].getPipelineIdentity());
84 CHECK (not isnil (superDead[1].getPrerequisites()));
85 CHECK (55 == superDead[1].getPrerequisites()->getPipelineIdentity());
88 CHECK (13 == succubus[0].getPipelineIdentity());
89 CHECK (23 == succubus[1].getPipelineIdentity());
90 CHECK (55 == succubus[1].getPrerequisites()->getPipelineIdentity());
107 builder.buildExitNodeFromSpec(MakeRec()
119 CHECK (13 == node.getPipelineIdentity());
120 auto feed = node.getPrerequisites();
121 CHECK (not isnil (feed));
122 CHECK (23 == feed->getPipelineIdentity());
124 CHECK (55 == feed->getPipelineIdentity());
126 CHECK (isnil (feed));
Mock data structures to support implementation testing of render job planning and frame dispatch...
Effective top-level exit point to pull rendered data from the nodes network.
Steam-Layer implementation namespace root.
void access_ExitNodeTree()
A top-level point in the render node network where data generation can be driven. ...
Simplistic test class runner.
Tiny helper functions and shortcuts to be used everywhere Consider this header to be effectively incl...
Binding and access point from a given Segment to access the actual render nodes.
Mock setup for a complete Segmentation to emulate the structure of the actual fixture, without the need of building a low-level Model.
Link from the Fixture datastructure into the render node network.
static ExitNode NIL
storage for the »inactive« ExitNode marker
void fabricate_MockExitNode()
bool isSameObject(A const &a, B const &b)
compare plain object identity, based directly on the referee's memory identities. ...