// Copyright 2024 The Ebitengine 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 ( "image" "testing" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" ) func BenchmarkPrependPreservedUniforms(b *testing.B) { var uniforms [graphics.PreservedUniformUint32Count]uint32 dst := graphicscommand.NewImage(16, 16, false, "") src := graphicscommand.NewImage(16, 16, false, "") dr := image.Rect(0, 0, 16, 16) sr := image.Rect(0, 0, 16, 16) for i := 0; i < b.N; i++ { graphicscommand.PrependPreservedUniforms(uniforms[:], nearestFilterShader, dst, [graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, dr, [graphics.ShaderSrcImageCount]image.Rectangle{sr}) } }