// 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 restorable_test import ( "image" "image/color" "testing" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/restorable" etesting "github.com/hajimehoshi/ebiten/v2/internal/testing" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) func clearImage(img *restorable.Image, w, h int) { emptyImage := restorable.NewImage(3, 3, restorable.ImageTypeRegular) defer emptyImage.Dispose() dx0 := float32(0) dy0 := float32(0) dx1 := float32(w) dy1 := float32(h) sx0 := float32(1) sy0 := float32(1) sx1 := float32(2) sy1 := float32(2) vs := []float32{ dx0, dy0, sx0, sy0, 0, 0, 0, 0, dx1, dy0, sx1, sy0, 0, 0, 0, 0, dx0, dy1, sx0, sy1, 0, 0, 0, 0, dx1, dy1, sx1, sy1, 0, 0, 0, 0, } is := graphics.QuadIndices() dr := image.Rect(0, 0, w, h) img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false) } func TestShader(t *testing.T) { img := restorable.NewImage(1, 1, restorable.ImageTypeRegular) defer img.Dispose() s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff)) dr := image.Rect(0, 0, 1, 1) img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false) if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } want := color.RGBA{R: 0xff, A: 0xff} got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1) if !sameColors(got, want, 1) { t.Errorf("got %v, want %v", got, want) } } func TestShaderChain(t *testing.T) { const num = 10 imgs := []*restorable.Image{} for i := 0; i < num; i++ { img := restorable.NewImage(1, 1, restorable.ImageTypeRegular) defer img.Dispose() imgs = append(imgs, img) } imgs[0].WritePixels(bytesToManagedBytes([]byte{0xff, 0, 0, 0xff}), image.Rect(0, 0, 1, 1)) s := restorable.NewShader(etesting.ShaderProgramImages(1)) for i := 0; i < num-1; i++ { dr := image.Rect(0, 0, 1, 1) imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false) } if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } for i, img := range imgs { want := color.RGBA{R: 0xff, A: 0xff} got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1) if !sameColors(got, want, 1) { t.Errorf("%d: got %v, want %v", i, got, want) } } } func TestShaderMultipleSources(t *testing.T) { var srcs [graphics.ShaderImageCount]*restorable.Image for i := range srcs { srcs[i] = restorable.NewImage(1, 1, restorable.ImageTypeRegular) } srcs[0].WritePixels(bytesToManagedBytes([]byte{0x40, 0, 0, 0xff}), image.Rect(0, 0, 1, 1)) srcs[1].WritePixels(bytesToManagedBytes([]byte{0, 0x80, 0, 0xff}), image.Rect(0, 0, 1, 1)) srcs[2].WritePixels(bytesToManagedBytes([]byte{0, 0, 0xc0, 0xff}), image.Rect(0, 0, 1, 1)) dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular) s := restorable.NewShader(etesting.ShaderProgramImages(3)) dr := image.Rect(0, 0, 1, 1) dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false) // Clear one of the sources after DrawTriangles. dst should not be affected. clearImage(srcs[0], 1, 1) if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff} got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0, 1, 1) if !sameColors(got, want, 1) { t.Errorf("got %v, want %v", got, want) } } func TestShaderMultipleSourcesOnOneTexture(t *testing.T) { src := restorable.NewImage(3, 1, restorable.ImageTypeRegular) src.WritePixels(bytesToManagedBytes([]byte{ 0x40, 0, 0, 0xff, 0, 0x80, 0, 0xff, 0, 0, 0xc0, 0xff, }), image.Rect(0, 0, 3, 1)) srcs := [graphics.ShaderImageCount]*restorable.Image{src, src, src} dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular) s := restorable.NewShader(etesting.ShaderProgramImages(3)) dr := image.Rect(0, 0, 1, 1) srcRegions := [graphics.ShaderImageCount]image.Rectangle{ image.Rect(0, 0, 1, 1), image.Rect(1, 0, 2, 1), image.Rect(2, 0, 3, 1), } dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, srcRegions, s, nil, false) // Clear one of the sources after DrawTriangles. dst should not be affected. clearImage(srcs[0], 3, 1) if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff} got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0, 1, 1) if !sameColors(got, want, 1) { t.Errorf("got %v, want %v", got, want) } } func TestShaderDispose(t *testing.T) { img := restorable.NewImage(1, 1, restorable.ImageTypeRegular) defer img.Dispose() s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff)) dr := image.Rect(0, 0, 1, 1) img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false) // Dispose the shader. This should invalidate all the images using this shader i.e., all the images become // stale. s.Dispose() if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil { t.Fatal(err) } want := color.RGBA{R: 0xff, A: 0xff} got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1) if !sameColors(got, want, 1) { t.Errorf("got %v, want %v", got, want) } }