// Copyright 2018 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. package graphicscommand_test import ( "fmt" "image/color" "testing" "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" etesting "github.com/hajimehoshi/ebiten/v2/internal/testing" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) var nearestFilterShader *graphicscommand.Shader func init() { ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false))) if err != nil { panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err)) } nearestFilterShader = graphicscommand.NewShader(ir) } func TestMain(m *testing.M) { etesting.MainWithRunLoop(m) } func quadVertices(srcImage *graphicscommand.Image, w, h float32) []float32 { sw, sh := srcImage.InternalSize() swf, shf := float32(sw), float32(sh) return []float32{ 0, 0, 0, 0, 1, 1, 1, 1, w, 0, w / swf, 0, 1, 1, 1, 1, 0, w, 0, h / shf, 1, 1, 1, 1, w, h, w / swf, h / shf, 1, 1, 1, 1, } } func TestClear(t *testing.T) { const w, h = 1024, 1024 src := graphicscommand.NewImage(w/2, h/2, false) dst := graphicscommand.NewImage(w, h, false) vs := quadVertices(src, w/2, h/2) is := graphics.QuadIndices() dr := graphicsdriver.Region{ X: 0, Y: 0, Width: w, Height: h, } dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false) pix := make([]byte, 4*w*h) if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, 0, 0, w, h); err != nil { t.Fatal(err) } for j := 0; j < h/2; j++ { for i := 0; i < w/2; i++ { idx := 4 * (i + w*j) got := color.RGBA{pix[idx], pix[idx+1], pix[idx+2], pix[idx+3]} want := color.RGBA{} if got != want { t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want) } } } } func TestWritePixelsPartAfterDrawTriangles(t *testing.T) { const w, h = 32, 32 clr := graphicscommand.NewImage(w, h, false) src := graphicscommand.NewImage(w/2, h/2, false) dst := graphicscommand.NewImage(w, h, false) vs := quadVertices(src, w/2, h/2) is := graphics.QuadIndices() dr := graphicsdriver.Region{ X: 0, Y: 0, Width: w, Height: h, } dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false) dst.WritePixels(make([]byte, 4), 0, 0, 1, 1) // TODO: Check the result. } func TestShader(t *testing.T) { const w, h = 16, 16 clr := graphicscommand.NewImage(w, h, false) dst := graphicscommand.NewImage(w, h, false) vs := quadVertices(clr, w, h) is := graphics.QuadIndices() dr := graphicsdriver.Region{ X: 0, Y: 0, Width: w, Height: h, } dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false) g := ui.GraphicsDriverForTesting() s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff)) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, s, nil, false) pix := make([]byte, 4*w*h) if err := dst.ReadPixels(g, pix, 0, 0, w, h); err != nil { t.Fatal(err) } for j := 0; j < h; j++ { for i := 0; i < w; i++ { idx := 4 * (i + w*j) got := color.RGBA{pix[idx], pix[idx+1], pix[idx+2], pix[idx+3]} want := color.RGBA{0xff, 0, 0, 0xff} if got != want { t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want) } } } }