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libakgl/tests/renderer.c

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