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