SDL/test/testautomation_blit.c

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