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