Files
aego/app/playground/game_test.go
sanspie 132ddeff70
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Stage 12a1: shader ABI, shader import and material runtime (D367, D368, D380, D381, D393)
Shader ABI 1: ub0 frame (16 B), ub1 view (112 B), ub2 material, ub3 mesh
draw; tex0 main, tex1 reserved, tex2-tex7 user; @instance lanes in
vertex slot 1 at locations 4-7, 64 bytes a sprite. The engine sprite,
sprite3d, debug and mesh shaders move to it, and engine includes
sprite, color, noise and lighting ship under engine/res/shaders/include.

.aeshader files import into an AESH artifact with every variant in both
GLSL dialects and a line map; errors are SHD001-SHD009 mapped back to the
source file and line, also for driver compile logs. A failed reimport
keeps the last good shader. .aemat materials (MAT001-MAT004) reference a
shader and textures and are reimported when their shader changes. The
material cache in render/material binds a material with no allocations,
retires replaced shaders, moves materials to a reimported shader in
place (D393) and re-uploads every material after a WebGL context
restore. make ci requires glslangValidator (D367).

web-bench, baseline retaken on nodea in both GPU modes, the same numbers
in swiftshader and hardware, Chromium and Firefox:
- the frame UBO is uploaded once a frame: buffer uploads 2 -> 3 a frame;
- the view UBO is 112 bytes instead of 64: buffer KB 0.372 -> 0.434
  a frame (+16 B frame, +48 B view);
- fewer SetUniformBuffer calls a batch: the sprite pass no longer binds
  the view per batch, frame and view are bound once per view; the GL
  state cache already deduped that bind, so WebGL calls go 50.49 ->
  52.49 a frame with the two new frame-UBO calls, draws 3.31 unchanged;
- buffer KB from lanes is unchanged: the demo has no @instance material.
Frame time and Go bytes in the engine frame (357 -> 342) do not regress.

wasm size, gzip: playground 6.46 -> 6.50 MB, try 6.98 -> 7.01 MB, web
runtime 6.05 -> 6.07 MB (total 27.27 -> 27.46, 29.54 -> 29.67,
25.56 -> 25.65 MB).
2026-10-28 01:23:11 +03:00

85 lines
1.7 KiB
Go

package playground
import (
"strings"
"testing"
)
func newHeadless(t *testing.T) *Playground {
t.Helper()
p, err := New()
if err != nil {
t.Fatal(err)
}
p.SetGame(GameConfig{Headless: true, FrameTime: 1.0 / 60})
t.Cleanup(func() {
if p.game != nil {
p.game.Close()
}
})
return p
}
func TestSceneExamplesRun(t *testing.T) {
p := newHeadless(t)
n := 0
for _, ex := range p.Examples() {
if !ex.Scene {
continue
}
n++
res := p.Play(ex.ID, map[string]string{"main.aes": ex.Code})
if !res.Started {
t.Fatalf("%s: %s %+v", ex.ID, res.Error, res.Diagnostics)
}
if err := p.Game().Step(180); err != nil {
t.Fatalf("%s: %v", ex.ID, err)
}
poll := p.Poll()
if len(poll.Faults) > 0 {
t.Fatalf("%s: faults %+v", ex.ID, poll.Faults)
}
for _, l := range poll.Log {
if l.Level == "ERROR" {
t.Errorf("%s: %s", ex.ID, l.Text)
}
}
}
if n == 0 {
t.Fatal("app/playground/examples has no scenes")
}
}
func TestEditedScriptErrorsStopPlay(t *testing.T) {
p := newHeadless(t)
for _, ex := range p.Examples() {
if !ex.Scene {
continue
}
bad := strings.Replace(ex.Code, "func ", "func func ", 1)
res := p.Play(ex.ID, map[string]string{"main.aes": bad})
if res.Started || len(res.Diagnostics) == 0 {
t.Fatalf("%s: a broken script started", ex.ID)
}
return
}
}
func TestBench(t *testing.T) {
p := newHeadless(t)
if res := p.Bench(1000, true, false); !res.Started {
t.Fatal(res.Error)
}
if err := p.Game().Step(30); err != nil {
t.Fatal(err)
}
s := p.Poll().Stats
if !s.Running || s.Sprites != 1000 || s.Frames < 30 {
t.Fatalf("bench stats %+v", s)
}
p.Stop()
if p.Poll().Stats.Running {
t.Fatal("stop left the game running")
}
}