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chore(build): use SDL3
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3286 changed files with 866354 additions and 554996 deletions
215
vendor/sdl-3.2.10/test/testautomation_blit.c
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vendor/sdl-3.2.10/test/testautomation_blit.c
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/**
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* SDL_BlitSurface bit-perfect rendering test suite written by Isaac Aronson
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*/
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/* Suppress C4996 VS compiler warnings for unlink() */
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_DEPRECATE)
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#define _CRT_SECURE_NO_DEPRECATE
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#endif
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#if defined(_MSC_VER) && !defined(_CRT_NONSTDC_NO_DEPRECATE)
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#define _CRT_NONSTDC_NO_DEPRECATE
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#endif
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#include <stdio.h>
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#ifndef _MSC_VER
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#include <unistd.h>
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#else
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/* Suppress uint64 to uint32 conversion warning within the PRNG engine */
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#pragma warning( disable : 4244 )
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#endif
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#include <sys/stat.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_test.h>
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#include "testautomation_images.h"
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/* ====== xoroshiro128+ PRNG engine for deterministic blit input ===== */
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Uint64 rotl(Uint64 x, int k) { return (x << k) | (x >> (-k & 63)); }
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Uint64 next(Uint64 state[2]) {
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Uint64 s0 = state[0], s1 = state[1];
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Uint64 result = rotl((s0 + s1) * 9, 29) + s0;
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state[0] = s0 ^ rotl(s1, 29);
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state[1] = s0 ^ s1 << 9;
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return result;
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}
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static Uint64 rngState[2] = {1, 2};
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Uint32 getRandomUint32(void) {
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return (Uint32)next(rngState);
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}
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/* ================= Test Case Helper Functions ================== */
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/*
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* Resets PRNG state to initialize tests using PRNG
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*/
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void SDLCALL blitSetUp(void **arg) {
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rngState[0] = 1;
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rngState[1] = 2;
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}
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/*
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* Fill buffer with stream of PRNG pixel data given size
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*/
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static Uint32 *fillNextRandomBuffer(Uint32 *buf, const int width, const int height) {
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int i;
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for (i = 0; i < width * height; i++) {
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buf[i] = getRandomUint32();
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}
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return buf;
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}
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/*
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* Generates a stream of PRNG pixel data given length
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*/
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static Uint32 *getNextRandomBuffer(const int width, const int height) {
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Uint32* buf = SDL_malloc(sizeof(Uint32) * width * height);
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fillNextRandomBuffer(buf, width, height);
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return buf;
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}
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/*
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* Generates a 800 x 600 surface of PRNG pixel data
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*/
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SDL_Surface* getRandomSVGASurface(Uint32 *pixels, SDL_PixelFormat format) {
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return SDL_CreateSurfaceFrom(800, 600, format, pixels, 800 * 4);
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}
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/*
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* Calculates the FNV-1a hash of input pixel data
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*/
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Uint32 FNVHash(Uint32* buf, int length) {
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const Uint32 fnv_prime = 0x811C9DC5;
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Uint32 hash = 0;
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int i;
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for (i = 0; i < length; buf++, i++)
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{
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hash *= fnv_prime;
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hash ^= (*buf);
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}
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return hash;
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}
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/*
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* Wraps the FNV-1a hash for an input surface's pixels
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*/
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Uint32 hashSurfacePixels(SDL_Surface * surface) {
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Uint64 buffer_size = surface->w * surface->h;
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return FNVHash(surface->pixels, buffer_size);
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}
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/* ================= Test Case Implementation ================== */
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/**
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* Tests rendering a rainbow gradient background onto a blank surface, then rendering a sprite with complex geometry and
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* transparency on top of said surface, and comparing the result to known accurate renders with a hash.
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*/
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static int SDLCALL blit_testExampleApplicationRender(void *arg) {
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const int width = 32;
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const int height = 32;
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const Uint32 correct_hash = 0xe345d7a7;
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SDL_Surface* dest_surface = SDL_CreateSurface(width, height, SDL_PIXELFORMAT_ARGB8888);
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SDL_Surface* rainbow_background = SDLTest_ImageBlendingBackground();
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SDL_Surface* gearbrain_sprite = SDLTest_ImageBlendingSprite();
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// Blit background into "screen"
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SDL_BlitSurface(rainbow_background, NULL, dest_surface, NULL);
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// Blit example game sprite onto "screen"
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SDL_BlitSurface(gearbrain_sprite, NULL, dest_surface, NULL);
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// Check result
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const Uint32 hash = hashSurfacePixels(dest_surface);
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SDLTest_AssertCheck(hash == correct_hash,
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"Should render identically, expected hash 0x%" SDL_PRIx32 ", got 0x%" SDL_PRIx32,
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correct_hash, hash);
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// Clean up
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SDL_DestroySurface(rainbow_background);
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SDL_DestroySurface(gearbrain_sprite);
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SDL_DestroySurface(dest_surface);
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return TEST_COMPLETED;
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}
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/**
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* Tests rendering PRNG noise onto a surface of PRNG noise, while also testing color shift operations between the
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* different source and destination pixel formats, without an alpha shuffle, at SVGA resolution. Compares to known
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* accurate renders with a hash.
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*/
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static int SDLCALL blit_testRandomToRandomSVGA(void *arg) {
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const int width = 800;
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const int height = 600;
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const Uint32 correct_hash = 0x42140c5f;
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// Allocate random buffers
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Uint32 *dest_pixels = getNextRandomBuffer(width, height);
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Uint32 *src_pixels = getNextRandomBuffer(width, height);
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// Create surfaces of different pixel formats
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SDL_Surface* dest_surface = getRandomSVGASurface(dest_pixels, SDL_PIXELFORMAT_BGRA8888);
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SDL_Surface* src_surface = getRandomSVGASurface(src_pixels, SDL_PIXELFORMAT_RGBA8888);
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// Blit surfaces
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SDL_BlitSurface(src_surface, NULL, dest_surface, NULL);
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// Check result
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const Uint32 hash = hashSurfacePixels(dest_surface);
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SDLTest_AssertCheck(hash == correct_hash,
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"Should render identically, expected hash 0x%" SDL_PRIx32 ", got 0x%" SDL_PRIx32,
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correct_hash, hash);
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// Clean up
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SDL_DestroySurface(dest_surface);
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SDL_DestroySurface(src_surface);
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SDL_free(dest_pixels);
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SDL_free(src_pixels);
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return TEST_COMPLETED;
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}
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/**
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* Tests rendering small chunks of 15 by 15px PRNG noise onto an initially blank SVGA surface, while also testing color
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* shift operations between the different source and destination pixel formats, including an alpha shuffle. Compares to
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* known accurate renders with a hash.
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*/
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static int SDLCALL blit_testRandomToRandomSVGAMultipleIterations(void *arg) {
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const int width = 800;
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const int height = 600;
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const int blit_width = 15;
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const int blit_height = 15;
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int i;
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const Uint32 correct_hash = 0x5d26be78;
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Uint32 *buf = SDL_malloc(blit_width * blit_height * sizeof(Uint32));
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// Create blank source surface
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SDL_Surface *sourceSurface = SDL_CreateSurface(blit_width, blit_height, SDL_PIXELFORMAT_RGBA8888);
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// Create blank destination surface
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SDL_Surface* dest_surface = SDL_CreateSurface(width, height, SDL_PIXELFORMAT_ABGR8888);
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// Perform 250k random blits into random areas of the blank surface
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for (i = 0; i < 250000; i++) {
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fillNextRandomBuffer(buf, blit_width, blit_height);
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SDL_LockSurface(sourceSurface);
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SDL_memcpy(sourceSurface->pixels, buf, blit_width * blit_height * sizeof(Uint32));
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SDL_UnlockSurface(sourceSurface);
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SDL_Rect dest_rect;
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int location = (int)getRandomUint32();
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dest_rect.x = location % (width - 15 - 1);
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dest_rect.y = location % (height - 15 - 1);
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SDL_BlitSurface(sourceSurface, NULL, dest_surface, &dest_rect);
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}
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// Check result
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const Uint32 hash = hashSurfacePixels(dest_surface);
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// Clean up
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SDL_DestroySurface(dest_surface);
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SDLTest_AssertCheck(hash == correct_hash,
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"Should render identically, expected hash 0x%" SDL_PRIx32 ", got 0x%" SDL_PRIx32,
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correct_hash, hash);
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SDL_DestroySurface(sourceSurface);
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SDL_free(buf);
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return TEST_COMPLETED;
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}
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static const SDLTest_TestCaseReference blitTest1 = {
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blit_testExampleApplicationRender, "blit_testExampleApplicationRender",
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"Test example application render.", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference blitTest2 = {
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blit_testRandomToRandomSVGA, "blit_testRandomToRandomSVGA",
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"Test SVGA noise render.", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference blitTest3 = {
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blit_testRandomToRandomSVGAMultipleIterations, "blit_testRandomToRandomSVGAMultipleIterations",
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"Test SVGA noise render (250k iterations).", TEST_ENABLED
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};
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static const SDLTest_TestCaseReference *blitTests[] = {
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&blitTest1, &blitTest2, &blitTest3, NULL
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};
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SDLTest_TestSuiteReference blitTestSuite = {
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"Blending",
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blitSetUp,
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blitTests,
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NULL
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};
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