ebiten/internal/restorable/shader_test.go
Hajime Hoshi 7b9cc8deb4 restorable: Add tests to dispose shaders
When a shader is disposed, all the images depending on it should
become stale, i.e., discard its all the rendering history items,
because they cannot be restored due to the lack of data on the GPU.
2020-05-26 00:20:11 +09:00

171 lines
4.7 KiB
Go

// 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/color"
"testing"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
. "github.com/hajimehoshi/ebiten/internal/restorable"
etesting "github.com/hajimehoshi/ebiten/internal/testing"
)
func TestShader(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
img := NewImage(1, 1, false)
defer img.Dispose()
ir := etesting.ShaderProgramFill(0xff, 0, 0, 0xff)
s := NewShader(&ir)
us := map[int]interface{}{
0: []float32{1, 1},
}
img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}
func TestShaderChain(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
const num = 10
imgs := []*Image{}
for i := 0; i < num; i++ {
img := NewImage(1, 1, false)
defer img.Dispose()
imgs = append(imgs, img)
}
imgs[0].ReplacePixels([]byte{0xff, 0, 0, 0xff}, 0, 0, 1, 1)
ir := etesting.ShaderProgramImages(1)
s := NewShader(&ir)
for i := 0; i < num-1; i++ {
us := map[int]interface{}{
0: []float32{1, 1},
1: imgs[i],
}
imgs[i+1].DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
}
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
for i, img := range imgs {
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("%d: got %v, want %v", i, got, want)
}
}
}
func TestShaderMultipleSources(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
srcs := make([]*Image, 3)
for i := range srcs {
srcs[i] = NewImage(1, 1, false)
}
srcs[0].ReplacePixels([]byte{0x40, 0, 0, 0xff}, 0, 0, 1, 1)
srcs[1].ReplacePixels([]byte{0, 0x80, 0, 0xff}, 0, 0, 1, 1)
srcs[2].ReplacePixels([]byte{0, 0, 0xc0, 0xff}, 0, 0, 1, 1)
dst := NewImage(1, 1, false)
ir := etesting.ShaderProgramImages(3)
s := NewShader(&ir)
us := map[int]interface{}{
0: []float32{1, 1},
1: srcs[0],
2: srcs[1],
5: srcs[2],
}
dst.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
// Clear one of the sources after DrawTriangles. dst should not be affected.
srcs[0].Fill(color.RGBA{})
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0x40, 0x80, 0xc0, 0xff}
got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}
func TestShaderDispose(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
img := NewImage(1, 1, false)
defer img.Dispose()
ir := etesting.ShaderProgramFill(0xff, 0, 0, 0xff)
s := NewShader(&ir)
us := map[int]interface{}{
0: []float32{1, 1},
}
img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
// Dispose the shader. This should invalidates (= being stale) all the images using this shader.
s.Dispose()
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}