Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngineTest/Private/NodeTestGraphBuilder.cpp
charlie huguenard 55777a0917 [Metasound] Use generators for node tests and fix up tests.
#rb phil.popp, jake.burga, simon.yan
#preflight 64307638b4329f6f1a401afc

[CL 24976780 by charlie huguenard in ue5-main branch]
2023-04-10 09:26:19 -04:00

170 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NodeTestGraphBuilder.h"
#include "Containers/Set.h"
#include "MetasoundFrontendGraph.h"
#include "MetasoundFrontendSearchEngine.h"
#include "MetasoundOperatorBuilder.h"
namespace Metasound::Test
{
using namespace Frontend;
FNodeTestGraphBuilder::FNodeTestGraphBuilder()
{
Document.RootGraph.Metadata.SetClassName({ "Metasound", "TestNodes", *LexToString(FGuid::NewGuid()) });
Document.RootGraph.Metadata.SetType(EMetasoundFrontendClassType::Graph);
DocumentHandle = IDocumentController::CreateDocumentHandle(Document);
RootGraph = DocumentHandle->GetRootGraph();
check(RootGraph->IsValid());
}
FNodeHandle FNodeTestGraphBuilder::AddNode(const FNodeClassName& ClassName, int32 MajorVersion) const
{
check(RootGraph->IsValid());
FNodeHandle Node = INodeController::GetInvalidHandle();
FMetasoundFrontendClass NodeClass;
if (ISearchEngine::Get().FindClassWithHighestMinorVersion(ClassName, MajorVersion, NodeClass))
{
Node = RootGraph->AddNode(NodeClass.Metadata);
}
return Node;
}
FNodeHandle FNodeTestGraphBuilder::AddInput(const FName& InputName, const FName& TypeName) const
{
check(RootGraph->IsValid());
FMetasoundFrontendClassInput Input;
Input.Name = InputName;
Input.TypeName = TypeName;
Input.VertexID = FGuid::NewGuid();
return RootGraph->AddInputVertex(Input);
}
FNodeHandle FNodeTestGraphBuilder::AddOutput(const FName& OutputName, const FName& TypeName)
{
check(RootGraph->IsValid());
FMetasoundFrontendClassOutput Output;
Output.Name = OutputName;
Output.TypeName = TypeName;
Output.VertexID = FGuid::NewGuid();
FNodeHandle NodeHandle = RootGraph->AddOutputVertex(Output);
static const FName AudioBufferTypeName = GetMetasoundDataTypeName<FAudioBuffer>();
if (TypeName == AudioBufferTypeName)
{
AudioOutputNames.Add(OutputName);
}
return NodeHandle;
}
TUniquePtr<FMetasoundGenerator> FNodeTestGraphBuilder::BuildGenerator(FSampleRate SampleRate, int32 SamplesPerBlock) const
{
// Because a generator is tied to the concept of a source, go ahead and add the "OnPlay" input.
// Otherwise we get warnings when we run our tests.
AddInput(SourceInterface::Inputs::OnPlay, Metasound::GetMetasoundDataTypeName<FTrigger>());
const TSet<FName> TransmittableInputNames;
const FString UnknownAsset = TEXT("UnknownAsset");
if (const TUniquePtr<FFrontendGraph> Graph = FFrontendGraphBuilder::CreateGraph(Document, TransmittableInputNames, UnknownAsset))
{
FOperatorBuilderSettings BuilderSettings;
BuilderSettings.bFailOnAnyError = true;
BuilderSettings.bPopulateInternalDataReferences = true;
BuilderSettings.bValidateEdgeDataTypesMatch = true;
BuilderSettings.bValidateNoCyclesInGraph = true;
BuilderSettings.bValidateNoDuplicateInputs = true;
BuilderSettings.bValidateOperatorOutputsAreBound = true;
BuilderSettings.bValidateVerticesExist = true;
const FOperatorSettings OperatorSettings{SampleRate, static_cast<float>(SampleRate) / SamplesPerBlock};
FMetasoundEnvironment Environment;
Environment.SetValue<uint64>(SourceInterface::Environment::TransmitterID, 123);
FMetasoundGeneratorInitParams GeneratorInitParams{
OperatorSettings,
BuilderSettings,
MakeShared<const FFrontendGraph, ESPMode::ThreadSafe>(*Graph),
Environment,
"TestMetasound",
AudioOutputNames,
TArray<FAudioParameter>(),
true // bBuildSynchronous, so we don't have to do latent tasks
};
return MakeUnique<FMetasoundGenerator>(MoveTemp(GeneratorInitParams));
}
return nullptr;
}
TUniquePtr<FMetasoundGenerator> FNodeTestGraphBuilder::MakeSingleNodeGraph(
const FNodeClassName& ClassName,
const int32 MajorVersion,
const FSampleRate SampleRate,
const int32 SamplesPerBlock)
{
FNodeTestGraphBuilder Builder;
FNodeHandle NodeHandle = Builder.AddNode(ClassName, MajorVersion);
if (!NodeHandle->IsValid())
{
return nullptr;
}
// add the inputs and connect them
for (FInputHandle Input : NodeHandle->GetInputs())
{
FNodeHandle InputNode = Builder.AddInput(Input->GetName(), Input->GetDataType());
if (!InputNode->IsValid())
{
return nullptr;
}
FOutputHandle OutputToConnect = InputNode->GetOutputWithVertexName(Input->GetName());
FInputHandle InputToConnect = NodeHandle->GetInputWithVertexName(Input->GetName());
if (!InputToConnect->Connect(*OutputToConnect))
{
return nullptr;
}
}
// add the outputs and connect them
for (FOutputHandle Output : NodeHandle->GetOutputs())
{
FNodeHandle OutputNode = Builder.AddOutput(Output->GetName(), Output->GetDataType());
if (!OutputNode->IsValid())
{
return nullptr;
}
FOutputHandle OutputToConnect = NodeHandle->GetOutputWithVertexName(Output->GetName());
FInputHandle InputToConnect = OutputNode->GetInputWithVertexName(Output->GetName());
if (!InputToConnect->Connect(*OutputToConnect))
{
return nullptr;
}
}
// have to make an audio output for the generator to do anything
if (Builder.AudioOutputNames.IsEmpty())
{
Builder.AddOutput("AudioOut", GetMetasoundDataTypeName<FAudioBuffer>());
}
// build the graph
return Builder.BuildGenerator(SampleRate, SamplesPerBlock);
}
}