Every libakgl test suite could report success while failing. libakerror's default unhandled-error handler ended in exit(errctx->status), an exit status is one byte wide, and libakgl's band starts at 256 -- so AKGL_ERR_SDL, the most common failure a library built on SDL can have, exited 0 and CTest recorded a pass. tests/character.c aborted at its second of four tests on a bad renderer and was green for months. 0.5.0 worked around that here with TEST_TRAP_UNHANDLED_ERRORS() in tests/testutil.h, and TODO.md ended the entry saying any consumer's suites have the same problem and it was worth raising upstream. It was. 2.0.1 fixes it at the source: akerr_exit() owns the mapping and the default handler calls it, so 0 exits 0, 1 through 255 exit themselves, and anything else exits AKERR_EXIT_STATUS_UNREPRESENTABLE (125). The trap and its 21 call sites are gone. Verified by putting the original failure back rather than by reading the release notes: a FAIL_BREAK(AKGL_ERR_SDL) in tests/character.c's main exits 125 and CTest reports a failure. A standalone consumer raising the same status unhandled exits 125 where it exited 0 before. tests/actor.c installs its own handler and called exit(errctx->status) from it, which is the same defect one layer up. It calls akerr_exit() now. 2.0.0 also makes the error pool and the status registry thread safe, which libakgl needs more than it knew: audio_stream_callback raises error contexts on SDL's audio thread. With an unlocked pool that callback and the main thread could scan AKERR_ARRAY_ERROR at the same time and be handed the same slot. The comment there says so. This is a hard dependency floor, not a preference. 2.0.0 moved __akerr_last_ignored to thread-local storage and made akerr_next_error() return a context that already holds its reference, and both expand at libakgl's call sites -- and at a consumer's, because akerror.h is part of libakgl's public interface. Mixing headers and libraries across that line double-counts every reference and never returns a pool slot. The soname moved to libakerror.so.2; include/akgl/error.h now also feature- tests AKERR_EXIT_STATUS_UNREPRESENTABLE, which is the narrowest probe for 2.0.1 since libakerror publishes no version macro. 0.7.0 for that reason: libakgl's own ABI is unchanged, but the one it re-exports through its headers is not. TODO.md records the pkg-config gap this makes sharper -- akgl.pc names no dependencies at all, so nothing tells a pkg-config consumer which libakerror it needs. Clean build, 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. libakgl.so.0.7 links libakerror.so.2. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc
287 lines
10 KiB
C
287 lines
10 KiB
C
/**
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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_2d_bind() 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_2d_init() 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 <akgl/registry.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_2d_bind(&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_2d_bind(&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_2d_bind(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_2d_bind(&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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// And a NULL backend outright. frame_start and frame_end used to read
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// self->sdl_renderer with no check on self at all, which is a segfault
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// rather than an error, while draw_texture beside them checked it.
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_render_2d_frame_start(NULL),
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"starting a frame on a NULL backend");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_render_2d_frame_end(NULL),
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"ending a frame on a NULL backend");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_render_2d_shutdown(NULL),
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"shutting down a NULL backend");
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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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/**
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* @brief akgl_render_2d_init must give back its pooled strings when a parse fails.
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*
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* It reads game.screenwidth and game.screenheight into two pool strings and
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* used to release them only after both had parsed, so a non-numeric value
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* returned past both and leaked two of the pool's 256 entries -- every time a
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* host started with a bad configuration and retried.
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*
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* The window creation after the parse is what makes the success path need a
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* display, so this only drives the failure path. That is the one that leaked.
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*/
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akerr_ErrorContext *test_render_2d_init_releases_strings_on_failure(void)
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{
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PREPARE_ERROR(errctx);
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akgl_RenderBackend backend;
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int baseline = 0;
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int i = 0;
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ATTEMPT {
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CATCH(errctx, akgl_registry_init_properties());
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memset(&backend, 0x00, sizeof(akgl_RenderBackend));
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CATCH(errctx, akgl_set_property("game.screenwidth", "not-a-number"));
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CATCH(errctx, akgl_set_property("game.screenheight", "480"));
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baseline = test_string_pool_used();
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_ANY_ERROR(errctx, akgl_render_2d_init(&backend),
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"initializing a 2D renderer from an unparseable width");
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}
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TEST_ASSERT(errctx, test_string_pool_used() == baseline,
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"%d failed initializations left %d pool strings claimed, expected %d",
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(AKGL_MAX_HEAP_STRING * 2), test_string_pool_used(), baseline);
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// The second property is the one read after the first parse, so fail on
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// it too and check the other order.
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CATCH(errctx, akgl_set_property("game.screenwidth", "640"));
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CATCH(errctx, akgl_set_property("game.screenheight", "also-not-a-number"));
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baseline = test_string_pool_used();
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_ANY_ERROR(errctx, akgl_render_2d_init(&backend),
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"initializing a 2D renderer from an unparseable height");
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}
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TEST_ASSERT(errctx, test_string_pool_used() == baseline,
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"%d failed initializations left %d pool strings claimed, expected %d",
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(AKGL_MAX_HEAP_STRING * 2), test_string_pool_used(), baseline);
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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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&akgl_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_2d_bind exists for.
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CATCH(errctx, akgl_render_2d_bind(&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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CATCH(errctx, test_render_2d_init_releases_strings_on_failure());
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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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