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.
This commit is contained in:
Hajime Hoshi 2022-03-21 21:48:34 +09:00
parent 81b9f91f86
commit 31104c4e79
2 changed files with 57 additions and 15 deletions

View File

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

View File

@ -191,21 +191,6 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
}
}
func TestShaderNoMain(t *testing.T) {
defer func() {
if r := recover(); r == nil {
t.Errorf("At must panic but not")
}
}()
const w, h = 16, 16
s, _ := ebiten.NewShader([]byte(`package main
`))
dst := ebiten.NewImage(w, h)
dst.DrawRectShader(w, h, s, nil)
dst.At(0, 0)
}
func TestShaderUninitializedUniformVariables(t *testing.T) {
const w, h = 16, 16