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https://github.com/hajimehoshi/ebiten.git
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49582519c1
This change adds a new compiler directive 'kage:unit' to Kage. This takes one of these two values: 'pixel' and 'texel'. The default value is 'texel'. With the pixel-unit mode, all the built-in functions treats pixels instead of texels, and the texCoord argument of Fragment is in pixels. This simplifies shader programs as programs no longer have the notion of texels. With the texel-unit mode, the behavior is the same as the current behavior. Closes #1431
230 lines
7.2 KiB
Go
230 lines
7.2 KiB
Go
// Copyright 2018 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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package restorable_test
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import (
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"image/color"
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"testing"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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etesting "github.com/hajimehoshi/ebiten/v2/internal/testing"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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func clearImage(img *restorable.Image, w, h int) {
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emptyImage := restorable.NewImage(3, 3, restorable.ImageTypeRegular)
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defer emptyImage.Dispose()
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dx0 := float32(0)
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dy0 := float32(0)
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dx1 := float32(w)
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dy1 := float32(h)
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sx0 := float32(1)
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sy0 := float32(1)
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sx1 := float32(2)
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sy1 := float32(2)
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vs := []float32{
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dx0, dy0, sx0, sy0, 0, 0, 0, 0,
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dx1, dy0, sx1, sy0, 0, 0, 0, 0,
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dx0, dy1, sx0, sy1, 0, 0, 0, 0,
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dx1, dy1, sx1, sy1, 0, 0, 0, 0,
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}
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(w),
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Height: float32(h),
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}
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img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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}
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func TestShader(t *testing.T) {
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); err != nil {
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t.Fatal(err)
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}
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if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil {
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t.Fatal(err)
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}
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want := color.RGBA{R: 0xff, A: 0xff}
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got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1)
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if !sameColors(got, want, 1) {
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t.Errorf("got %v, want %v", got, want)
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}
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}
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func TestShaderChain(t *testing.T) {
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const num = 10
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imgs := []*restorable.Image{}
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for i := 0; i < num; i++ {
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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imgs = append(imgs, img)
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}
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imgs[0].WritePixels([]byte{0xff, 0, 0, 0xff}, 0, 0, 1, 1)
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s := restorable.NewShader(etesting.ShaderProgramImages(1))
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for i := 0; i < num-1; i++ {
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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}
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if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); err != nil {
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t.Fatal(err)
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}
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if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil {
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t.Fatal(err)
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}
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for i, img := range imgs {
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want := color.RGBA{R: 0xff, A: 0xff}
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got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1)
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if !sameColors(got, want, 1) {
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t.Errorf("%d: got %v, want %v", i, got, want)
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}
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}
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}
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func TestShaderMultipleSources(t *testing.T) {
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var srcs [graphics.ShaderImageCount]*restorable.Image
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for i := range srcs {
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srcs[i] = restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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}
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srcs[0].WritePixels([]byte{0x40, 0, 0, 0xff}, 0, 0, 1, 1)
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srcs[1].WritePixels([]byte{0, 0x80, 0, 0xff}, 0, 0, 1, 1)
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srcs[2].WritePixels([]byte{0, 0, 0xc0, 0xff}, 0, 0, 1, 1)
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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var offsets [graphics.ShaderImageCount - 1][2]float32
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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// Clear one of the sources after DrawTriangles. dst should not be affected.
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clearImage(srcs[0], 1, 1)
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if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); err != nil {
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t.Fatal(err)
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}
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if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil {
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t.Fatal(err)
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}
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want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff}
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got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0, 1, 1)
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if !sameColors(got, want, 1) {
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t.Errorf("got %v, want %v", got, want)
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}
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}
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func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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src := restorable.NewImage(3, 1, restorable.ImageTypeRegular)
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src.WritePixels([]byte{
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0x40, 0, 0, 0xff,
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0, 0x80, 0, 0xff,
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0, 0, 0xc0, 0xff,
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}, 0, 0, 3, 1)
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srcs := [graphics.ShaderImageCount]*restorable.Image{src, src, src}
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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offsets := [graphics.ShaderImageCount - 1][2]float32{
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{1, 0},
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{2, 0},
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}
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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// Clear one of the sources after DrawTriangles. dst should not be affected.
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clearImage(srcs[0], 3, 1)
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if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); err != nil {
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t.Fatal(err)
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}
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if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil {
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t.Fatal(err)
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}
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want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff}
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got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0, 1, 1)
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if !sameColors(got, want, 1) {
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t.Errorf("got %v, want %v", got, want)
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}
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}
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func TestShaderDispose(t *testing.T) {
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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// Dispose the shader. This should invalidate all the images using this shader i.e., all the images become
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// stale.
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s.Dispose()
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if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); err != nil {
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t.Fatal(err)
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}
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if err := restorable.RestoreIfNeeded(ui.GraphicsDriverForTesting()); err != nil {
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t.Fatal(err)
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}
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want := color.RGBA{R: 0xff, A: 0xff}
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got := pixelsToColor(img.BasePixelsForTesting(), 0, 0, 1, 1)
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if !sameColors(got, want, 1) {
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t.Errorf("got %v, want %v", got, want)
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}
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}
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