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internal/processtest: remove TestShaderNoMain and add shadernomain.go
A shader compilation error breaks the state of the graphics command queue, and this cannot be reused. Thus, a process test is appropriated.
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57
internal/processtest/testdata/shadernomain.go
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57
internal/processtest/testdata/shadernomain.go
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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// +build ignore
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package main
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import (
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"errors"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var regularTermination = errors.New("regular termination")
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type Game struct {
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shader *ebiten.Shader
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timeout int
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}
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func (g *Game) Update() error {
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// A shader compilation error breaks the state of the graphics command queue, and this cannot be reused.
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// Thus, a process test is appropriated.
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g.shader, _ = ebiten.NewShader([]byte(`package main`))
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g.timeout++
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if g.timeout > 60 {
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return regularTermination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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screen.DrawRectShader(1, 1, g.shader, nil)
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}
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func (g *Game) Layout(width, height int) (int, int) {
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return width, height
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}
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func main() {
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if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
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return
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}
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panic("RunGame must return an error but not")
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}
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@ -191,21 +191,6 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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}
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}
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func TestShaderNoMain(t *testing.T) {
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defer func() {
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if r := recover(); r == nil {
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t.Errorf("At must panic but not")
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}
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}()
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const w, h = 16, 16
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s, _ := ebiten.NewShader([]byte(`package main
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`))
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dst := ebiten.NewImage(w, h)
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dst.DrawRectShader(w, h, s, nil)
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dst.At(0, 0)
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}
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func TestShaderUninitializedUniformVariables(t *testing.T) {
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func TestShaderUninitializedUniformVariables(t *testing.T) {
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const w, h = 16, 16
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const w, h = 16, 16
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