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Merge pull request #190 from YoYoGames/pkraif-shader-test-fixes-2
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Fix shader uniform tests not passing + add sprite test suite
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DiasFranciscoA authored Jan 15, 2025
2 parents 8903e8d + b3b214a commit c363790
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1 change: 1 addition & 0 deletions projects/xUnit/objects/objRunner/Create_0.gml
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,7 @@ testFramework.addSuite(ResourceCameraTestSuite);
testFramework.addSuite(ResourceEventsTestSuite);
testFramework.addSuite(ResourceLayersTestSuite);
testFramework.addSuite(ResourceSequenceTestSuite);
testFramework.addSuite(ResourceSpriteTestSuite);
testFramework.addSuite(ResourceTimeSourceTestSuite);

socket = undefined;
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6 changes: 3 additions & 3 deletions projects/xUnit/options/html5/options_html5.yy

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2 changes: 1 addition & 1 deletion projects/xUnit/options/mac/options_mac.yy

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Original file line number Diff line number Diff line change
Expand Up @@ -295,6 +295,7 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Clear surface
draw_clear(c_black);
gpu_push_state();
gpu_set_blendenable(false);
// Start using shader
shader_set(test_shader);
Expand All @@ -303,7 +304,7 @@ function BasicShaderTestSuite() : TestSuite() constructor {
// Draw rectangle
draw_rect(rect);
// Stop using shader
gpu_set_blendenable(true);
gpu_pop_state();
shader_reset();

// End draw buffer comparison
Expand Down Expand Up @@ -369,10 +370,15 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Start using shader
shader_set(test_shader);
// Disable alpha blending
gpu_push_state();
gpu_set_blendenable(false);
// Set the color uniform
shader_set_uniform_f_array(uni_color, _color);
// Draw rectangle
draw_rect(rect);
// Restore alpha blending settings
gpu_pop_state();
// Stop using shader
shader_reset();

Expand Down Expand Up @@ -452,10 +458,15 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Start using shader
shader_set(test_shader);
// Disable alpha blending
gpu_push_state();
gpu_set_blendenable(false);
// Set the color uniform
shader_set_uniform_f_buffer(uni_color, color_buffer, 0, 4);
// Draw rectangle
draw_rect(rect);
// Restore alpha blending settings
gpu_pop_state();
// Stop using shader
shader_reset();

Expand Down Expand Up @@ -527,10 +538,15 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Start using shader
shader_set(test_shader);
// Disable alpha blending
gpu_push_state();
gpu_set_blendenable(false);
// Set the color uniform
shader_set_uniform_i(uni_color, _red, _green, _blue, _alpha);
// Draw rectangle
draw_rect(rect);
// Restore alpha blending settings
gpu_pop_state();
// Stop using shader
shader_reset();

Expand Down Expand Up @@ -596,10 +612,15 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Start using shader
shader_set(test_shader);
// Disable alpha blending
gpu_push_state();
gpu_set_blendenable(false);
// Set the color uniform
shader_set_uniform_i_array(uni_color, _color);
// Draw rectangle
draw_rect(rect);
// Restore alpha blending settings
gpu_pop_state();
// Stop using shader
shader_reset();

Expand Down Expand Up @@ -661,12 +682,13 @@ function BasicShaderTestSuite() : TestSuite() constructor {

// Start using shader
shader_set(test_shader);
gpu_push_state();
gpu_set_blendenable(false);
// Set the sampler texture
texture_set_stage(sampler, _texture);
// Draw rectangle with correct uvs for the sample texture
draw_texture_rect(rect, _uvs);
gpu_set_blendenable(true);
gpu_pop_state();
// Stop using shader
shader_reset();

Expand Down Expand Up @@ -983,6 +1005,7 @@ function BasicShaderTestSuite() : TestSuite() constructor {
shader_set(test_shader);

// Enable Z writing and testing for 3D rendering
gpu_push_state();
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);

Expand All @@ -993,9 +1016,8 @@ function BasicShaderTestSuite() : TestSuite() constructor {
// Draw cube
vertex_submit(cube_mesh, pr_trianglelist, -1);

// Disable Z writing and testing
gpu_set_zwriteenable(false);
gpu_set_ztestenable(false);
// Restore Z writing and testing
gpu_pop_state();

// Stop using shader
shader_reset();
Expand Down Expand Up @@ -1059,6 +1081,7 @@ function BasicShaderTestSuite() : TestSuite() constructor {
shader_set(test_shader);

// Enable Z writing and testing for 3D rendering
gpu_push_state();
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);

Expand All @@ -1069,9 +1092,8 @@ function BasicShaderTestSuite() : TestSuite() constructor {
// Draw cube
vertex_submit(cube_mesh, pr_trianglelist, -1);

// Disable Z writing and testing
gpu_set_zwriteenable(false);
gpu_set_ztestenable(false);
// Restore Z writing and testing
gpu_pop_state();

// Stop using shader
shader_reset();
Expand Down Expand Up @@ -1135,6 +1157,7 @@ function BasicShaderTestSuite() : TestSuite() constructor {
shader_set(test_shader);

// Enable Z writing and testing for 3D rendering
gpu_push_state();
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);

Expand All @@ -1145,9 +1168,8 @@ function BasicShaderTestSuite() : TestSuite() constructor {
// Draw cube
vertex_submit(plane_mesh, pr_trianglelist, -1);

// Disable Z writing and testing
gpu_set_zwriteenable(false);
gpu_set_ztestenable(false);
// Restore Z writing and testing
gpu_pop_state();

// Stop using shader
shader_reset();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,8 @@ function BasicShaderUniformsTestSuite() : TestSuite() constructor {
draw_frame = 0;
},
ev_draw: function() {
gpu_push_state();

// Initialise test name and fail message to use in buffer comparison
var _test_path = "ShaderUniformTests/AlphaTest/Off";
var _test_fail_message = test_current().name +", failed draw buffer comparison with alpha testing off";
Expand Down Expand Up @@ -49,13 +51,12 @@ function BasicShaderUniformsTestSuite() : TestSuite() constructor {
// Stop using shader
shader_reset();

// Restore alpha testing and reference value
gpu_pop_state();

// End draw buffer comparison
end_draw_comparison(_test_surface, _test_path, _test_fail_message);

// Disable alpha testing and set reference value back to 0
gpu_set_alphatestenable(false);
gpu_set_alphatestref(0);

// Increment frame counter
draw_frame++;
}
Expand Down Expand Up @@ -412,7 +413,7 @@ function BasicShaderUniformsTestSuite() : TestSuite() constructor {
verify_shader_compiled(test_shader);

// Generate a grid of rects to display matrix data
rects = generate_rect_grid(SHADER_TEST_DEFAULT_SIZE, SHADER_TEST_DEFAULT_SIZE, 4, 4);
rects = generate_rect_grid(0.5, 0.5, 4, 4, -1, -1);

// Get uniform handles for the expected matrix value and initial world view projection matrix value
u_expected_matrix = shader_get_uniform(test_shader, "u_expected_matrix");
Expand Down Expand Up @@ -444,30 +445,53 @@ function BasicShaderUniformsTestSuite() : TestSuite() constructor {
return;
}

// Start draw buffer comparison
// Start draw buffer comparison (this sets some initial view and proj. matrices)
var _test_surface = start_draw_comparison(SHADER_TEST_DEFAULT_SIZE * 4, SHADER_TEST_DEFAULT_SIZE * 4);

// Start using shader
shader_set(test_shader);

// Set uniform for initial world view projection matrix
var _world_view_projection = matrix_multiply(matrix_multiply(matrix_get(matrix_world), matrix_get(matrix_view)), matrix_get(matrix_projection));
shader_set_uniform_matrix_array(u_initial_matrix_world_view_projection, _world_view_projection);
// Note: On OpenGL platforms the projection matrix is flipped on Y axis internally, so
// we need to remove the flip, otherwise we won't get the correct result!
var _platforms_opengl = [os_macosx, os_linux]; // TODO: More here?
var _is_opengl = array_contains(_platforms_opengl, os_type);

// This we will use to draw a rectangle for each entry of a matrix
var _matrix_wvp = matrix_build_identity();
if (!_is_opengl)
{
_matrix_wvp[5] = -1;
}
shader_set_uniform_matrix_array(u_initial_matrix_world_view_projection, _matrix_wvp);

// Set uniform for expected matrix
var _expected_matrix = matrix_multiply(matrix_multiply(matrix_get(matrix_world), matrix_get(matrix_view)), matrix_get(matrix_projection));
if (_set_value)
if (!_set_value)
{
// If it should be set this frame, build a new matrix to set it as
_expected_matrix = [ 1, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 1,
1, 0, 1, 0 ]
matrix_set(matrix_world, _expected_matrix);
matrix_set(matrix_view, _expected_matrix);
matrix_set(matrix_projection, _expected_matrix);
_expected_matrix = matrix_multiply(matrix_multiply(matrix_get(matrix_world), matrix_get(matrix_view)), matrix_get(matrix_projection));
// Unset - expected matrix is WxVxP
if (_is_opengl)
{
matrix_set(matrix_projection, matrix_multiply(matrix_get(matrix_projection), [
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
}
}
else
{
// Set - provide our own matrices
var _matrix = [
1, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 1,
1, 0, 1, 0
];
matrix_set(matrix_world, _matrix);
matrix_set(matrix_view, _matrix);
matrix_set(matrix_projection, _matrix);
}

var _expected_matrix = matrix_multiply(matrix_multiply(matrix_get(matrix_world), matrix_get(matrix_view)), matrix_get(matrix_projection));
shader_set_uniform_matrix_array(u_expected_matrix, _expected_matrix);

// Draw grid of rectangles
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
function ResourceSpriteTestSuite() : TestSuite() constructor {

addFact("sprite_add", function() {

var _sprite = sprite_add("spriteAdd.png", 1, false, false, 0, 0);
assert_true(sprite_exists(_sprite), test_current().name + ", didn't return a valid sprite");
assert_true(sprite_get_number(_sprite) == 1, test_current().name + ", added sprite doesnt' have the correct number of subimages");

var _sprite_width = 64;
var _sprite_height = 64;
assert_true(sprite_get_width(_sprite) == _sprite_width, test_current().name + ", added sprite doesn't have the correct width");
assert_true(sprite_get_height(_sprite) == _sprite_height, test_current().name + ", added sprite doesn't have the correct height");

var _surface = surface_create(_sprite_width, _sprite_height);
surface_set_target(_surface);
gpu_push_state();
gpu_set_blendenable(false);
draw_sprite(_sprite, 0, 0, 0);
gpu_pop_state();
surface_reset_target();

var _buffer = buffer_create(buffer_sizeof(buffer_u32) * _sprite_width * _sprite_height, buffer_fixed, 1);
buffer_get_surface(_buffer, _surface, 0);

var _color = buffer_peek(_buffer, 0, buffer_u32);
assert_equals(_color, 0x00_3F_7F_FF, test_current().name + ", added sprite doesn't preserve color when alpha is 0");

sprite_delete(_sprite);
assert_false(sprite_exists(_sprite), test_current().name + ", failed to delete added sprite");

surface_free(_surface);
buffer_delete(_buffer);
});

}

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