223 lines
7.7 KiB
C
223 lines
7.7 KiB
C
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/**
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* @file renderer.c
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* @brief Unit tests for the 2D render backend's vtable and its entry points.
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*
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* None of this needs a display. akgl_render_bind2d() installs the backend's
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* methods and nothing else, so it can be checked against a backend that has no
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* SDL_Renderer at all; the entry points that do draw are checked against a
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* software renderer under the dummy video driver, the same way tests/draw.c
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* does it.
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*
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* akgl_render_init2d() is not covered here: it creates a window from the
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* property registry and writes the `camera` global, which is what the offscreen
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* harness described in TODO.md exists to make testable.
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*/
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#include <SDL3/SDL.h>
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#include <string.h>
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#include <akerror.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/renderer.h>
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#include "testutil.h"
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/** @brief Width and height of the offscreen target the drawing tests use. */
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#define TEST_TARGET_SIZE 32
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/** @brief A backend bound to a live software renderer, built by main(). */
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static akgl_RenderBackend bound;
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akerr_ErrorContext *test_render_bind2d(void)
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{
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PREPARE_ERROR(errctx);
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akgl_RenderBackend backend;
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ATTEMPT {
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// The state a host is in when it owns its own window: a zeroed backend
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// with somebody else's SDL_Renderer in it. Binding must fill in the six
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// methods and leave that renderer alone -- creating a second window is
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// precisely what an embedded interpreter must not do.
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memset(&backend, 0x00, sizeof(akgl_RenderBackend));
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backend.sdl_renderer = (SDL_Renderer *)&bound;
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TEST_EXPECT_OK(errctx, akgl_render_bind2d(&backend), "binding the 2D backend");
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TEST_ASSERT(errctx, backend.sdl_renderer == (SDL_Renderer *)&bound,
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"binding replaced the caller's SDL_Renderer");
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TEST_ASSERT(errctx, backend.shutdown == &akgl_render_2d_shutdown,
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"binding did not install shutdown");
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TEST_ASSERT(errctx, backend.frame_start == &akgl_render_2d_frame_start,
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"binding did not install frame_start");
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TEST_ASSERT(errctx, backend.frame_end == &akgl_render_2d_frame_end,
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"binding did not install frame_end");
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TEST_ASSERT(errctx, backend.draw_texture == &akgl_render_2d_draw_texture,
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"binding did not install draw_texture");
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TEST_ASSERT(errctx, backend.draw_mesh == &akgl_render_2d_draw_mesh,
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"binding did not install draw_mesh");
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TEST_ASSERT(errctx, backend.draw_world == &akgl_render_2d_draw_world,
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"binding did not install draw_world");
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// Binding a backend that has no renderer yet is legal -- the two halves
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// are separable in both directions -- and leaves it NULL rather than
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// inventing one.
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memset(&backend, 0x00, sizeof(akgl_RenderBackend));
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TEST_EXPECT_OK(errctx, akgl_render_bind2d(&backend),
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"binding a backend with no SDL renderer");
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TEST_ASSERT(errctx, backend.sdl_renderer == NULL,
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"binding invented an SDL_Renderer");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_render_bind2d(NULL),
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"binding a NULL backend");
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_render_backend_without_a_renderer(void)
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{
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PREPARE_ERROR(errctx);
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akgl_RenderBackend empty;
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ATTEMPT {
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// Bound but never given an SDL_Renderer. Every entry point that draws
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// has to report that rather than dereference it.
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memset(&empty, 0x00, sizeof(akgl_RenderBackend));
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CATCH(errctx, akgl_render_bind2d(&empty));
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, empty.frame_start(&empty),
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"starting a frame on a backend with no renderer");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, empty.frame_end(&empty),
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"ending a frame on a backend with no renderer");
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// Shutdown is the one that has nothing to release yet, so it succeeds.
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TEST_EXPECT_OK(errctx, empty.shutdown(&empty), "shutting down an unused backend");
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_render_frames_and_textures(void)
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{
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PREPARE_ERROR(errctx);
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SDL_Surface *surface = NULL;
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SDL_Texture *texture = NULL;
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SDL_FRect dest;
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SDL_FPoint center;
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ATTEMPT {
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dest.x = 0.0f;
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dest.y = 0.0f;
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dest.w = 8.0f;
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dest.h = 8.0f;
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center.x = 4.0f;
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center.y = 4.0f;
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surface = SDL_CreateSurface(8, 8, SDL_PIXELFORMAT_RGBA32);
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FAIL_ZERO_BREAK(errctx, surface, AKGL_ERR_SDL, "%s", SDL_GetError());
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texture = SDL_CreateTextureFromSurface(bound.sdl_renderer, surface);
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FAIL_ZERO_BREAK(errctx, texture, AKGL_ERR_SDL, "%s", SDL_GetError());
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TEST_EXPECT_OK(errctx, bound.frame_start(&bound), "starting a frame");
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TEST_EXPECT_OK(errctx,
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bound.draw_texture(&bound, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE),
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"blitting a texture unrotated");
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// A non-zero angle takes the rotated path, which is the one that
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// consults the pivot and the flip mode.
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TEST_EXPECT_OK(errctx,
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bound.draw_texture(&bound, texture, NULL, &dest, 90.0, ¢er, SDL_FLIP_HORIZONTAL),
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"blitting a texture rotated");
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TEST_EXPECT_OK(errctx, bound.frame_end(&bound), "ending a frame");
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// A rotation with no pivot is refused: SDL's "NULL means the centre of
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// dest" convention is not offered here, so a NULL is a caller mistake
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// rather than a default.
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
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bound.draw_texture(&bound, texture, NULL, &dest, 90.0, NULL, SDL_FLIP_NONE),
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"blitting rotated with no pivot");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
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akgl_render_2d_draw_texture(NULL, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE),
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"blitting through a NULL backend");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
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bound.draw_texture(&bound, NULL, NULL, &dest, 0, NULL, SDL_FLIP_NONE),
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"blitting a NULL texture");
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} CLEANUP {
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if ( texture != NULL ) {
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SDL_DestroyTexture(texture);
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}
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if ( surface != NULL ) {
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SDL_DestroySurface(surface);
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_render_unimplemented_and_guards(void)
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{
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PREPARE_ERROR(errctx);
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ATTEMPT {
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// The 3D hook is not a stub that quietly does nothing. It refuses, so a
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// caller that reaches it finds out on the first frame.
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TEST_EXPECT_STATUS(errctx, AKERR_API, bound.draw_mesh(&bound),
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"drawing a mesh through the 2D backend");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_render_2d_draw_world(NULL, NULL),
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"drawing the world through a NULL backend");
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// Shutting the 2D backend down releases nothing today, and says so.
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TEST_EXPECT_OK(errctx, bound.shutdown(&bound), "shutting the backend down");
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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int main(void)
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{
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PREPARE_ERROR(errctx);
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SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
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SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
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ATTEMPT {
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CATCH(errctx, akgl_error_init());
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memset(&bound, 0x00, sizeof(akgl_RenderBackend));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_Init(SDL_INIT_VIDEO),
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AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s",
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SDL_GetError());
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FAIL_ZERO_BREAK(
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errctx,
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SDL_CreateWindowAndRenderer(
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"net/aklabs/libakgl/test_renderer",
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TEST_TARGET_SIZE,
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TEST_TARGET_SIZE,
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0,
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&window,
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&bound.sdl_renderer),
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AKGL_ERR_SDL,
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"Couldn't create window/renderer: %s",
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SDL_GetError());
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// The host owns the window; libakgl only ever binds to it. This is the
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// arrangement akgl_render_bind2d exists for.
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CATCH(errctx, akgl_render_bind2d(&bound));
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CATCH(errctx, test_render_bind2d());
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CATCH(errctx, test_render_backend_without_a_renderer());
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CATCH(errctx, test_render_frames_and_textures());
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CATCH(errctx, test_render_unimplemented_and_guards());
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} CLEANUP {
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SDL_Quit();
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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