ebiten/internal/restorable/shader_test.go
Hajime Hoshi 49582519c1 all: add a compiler directive kage:unit
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
2023-04-23 22:11:57 +09:00

230 lines
7.2 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/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 := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(w),
Height: float32(h),
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, 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 := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
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)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); 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([]byte{0xff, 0, 0, 0xff}, 0, 0, 1, 1)
s := restorable.NewShader(etesting.ShaderProgramImages(1))
for i := 0; i < num-1; i++ {
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
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)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting(), false); 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([]byte{0x40, 0, 0, 0xff}, 0, 0, 1, 1)
srcs[1].WritePixels([]byte{0, 0x80, 0, 0xff}, 0, 0, 1, 1)
srcs[2].WritePixels([]byte{0, 0, 0xc0, 0xff}, 0, 0, 1, 1)
dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
s := restorable.NewShader(etesting.ShaderProgramImages(3))
var offsets [graphics.ShaderImageCount - 1][2]float32
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, 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(), false); 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([]byte{
0x40, 0, 0, 0xff,
0, 0x80, 0, 0xff,
0, 0, 0xc0, 0xff,
}, 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))
offsets := [graphics.ShaderImageCount - 1][2]float32{
{1, 0},
{2, 0},
}
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, 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(), false); 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 := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
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)
// 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(), false); 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)
}
}