It asked whether either rectangle enclosed one of the other's four corners -- eight akgl_collide_point_rectangle calls, stopping at the first hit. That is a different question from "do these overlap", and it has the wrong answer for one arrangement: a tall thin rectangle crossing a short wide one overlaps in a plus sign with no corner of either inside the other, and all eight tests said no. A long thin platform crossing a tall thin character is exactly that shape, so this is a shape a 2D game produces, not a curiosity. util.h carried an @note describing it and docs/18-utilities.md had a diagram of it, both under the heading of a limitation rather than a defect, and there was no test for it at all -- nor for full containment, nor for a shared edge. It is four comparisons now, on both axes. `<=` rather than `<` because akgl_collide_point_rectangle is inclusive on all four edges and these two have always agreed that touching counts; a span test written with `<` would have silently changed a contract both the header and the manual state. The test was written first and failed on the cross before the fix went in. Two answers change for a caller upgrading, and both are in the header note and the chapter: - The cross reports `true`, which is the point. - The comparison is in float rather than through akgl_Point's int members, so a sub-pixel overlap is no longer truncated away. A pickup test that was accidentally forgiving by up to a pixel is no longer forgiving. Both tutorials use this for coins and hazards; both still pass. Faster as a side effect rather than a goal, and worth recording because the numbers move a documented budget: 24.9 ns -> 6.1 overlapping, 57.9 -> 6.1 disjoint, and the all-pairs sweep over 64 actors 115 us -> 12.2. The disjoint case gained most because it was the one that ran all eight tests before answering. The three moved rows are re-recorded in PERFORMANCE.md and nothing else is. akgl_rectangle_points is untouched by this change and reads 6.1 in the same run against the 4.0 recorded, so 6 ns is this run's floor and the new figure means "too cheap to measure" rather than "exactly 6.1" -- said in the prose so the next reader does not re-baseline the table around it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
194 lines
9.6 KiB
C
194 lines
9.6 KiB
C
/**
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* @file util.h
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* @brief Axis-aligned collision tests, path resolution, and two test-only image helpers.
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*
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* The grab bag. Three unrelated groups live here: rectangle/point overlap for
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* the physics backend, path resolution for the asset loaders, and a pair of
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* pixel-comparison routines that exist only so tests can assert on what was
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* actually drawn.
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*
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* All the geometry here is axis-aligned and treats edges as touching: a point
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* exactly on a boundary is inside. There is no rotation support and no
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* separating-axis test.
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*/
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#ifndef _AKGL_UTIL_H_
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#define _AKGL_UTIL_H_
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#include <SDL3/SDL.h>
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#include <akerror.h>
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#include <stdbool.h>
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#include <akgl/staticstring.h>
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/** @brief An integer point. Carries a `z` the collision routines do not use. */
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typedef struct akgl_Point {
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int x; /**< Horizontal position, in whatever space the caller is working in. */
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int y; /**< Vertical position. */
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int z; /**< Depth. Never written by akgl_rectangle_points and never read by the collision tests. */
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} akgl_Point;
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/**
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* @brief The four corners of an axis-aligned rectangle, precomputed.
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*
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* akgl_collide_rectangles works corner by corner rather than by comparing edge
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* spans, so it wants the corners as points. akgl_rectangle_points derives one of
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* these from an `SDL_FRect`.
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*/
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typedef struct akgl_RectanglePoints {
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akgl_Point topleft; /**< (x, y). */
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akgl_Point topright; /**< (x + w, y). */
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akgl_Point bottomleft; /**< (x, y + h). */
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akgl_Point bottomright; /**< (x + w, y + h). */
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} akgl_RectanglePoints;
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/**
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* @brief Expand a rectangle into its four corner points.
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*
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* Coordinates are truncated from `float` to `int` on the way in, so a rectangle
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* at x = 10.9 has its corners at 10. That is deliberate for tile-grid work and
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* wrong for sub-pixel work; callers needing the latter should not round-trip
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* through this.
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*
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* @param dest Receives the corners. Required.
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* @param rect The rectangle, in any coordinate space. Required. `w` and `h` are
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* taken as extents from `x`/`y`, so a negative one produces a
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* rectangle whose "bottom right" is above and left of its "top
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* left" -- which every test here then reports as empty.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p dest or @p rect is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_rectangle_points(akgl_RectanglePoints *dest, SDL_FRect *rect);
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/**
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* @brief Test whether a point falls inside a rectangle, edges included.
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*
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* Compares against `topleft` and `bottomright` only, so it assumes @p r is
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* well-formed -- the two corners actually being the minimum and maximum. `z` is
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* ignored on both sides: this is a 2D test.
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*
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* @param p The point to test. Required.
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* @param r The rectangle, as corners from akgl_rectangle_points. Required.
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* @param collide Receives `true` when the point is inside or exactly on an edge,
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* `false` otherwise. Required -- the return value is the error
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* context. Not written on any failure path.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p p, @p r, or @p collide is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_point_rectangle(akgl_Point *p, akgl_RectanglePoints *r, bool *collide);
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/**
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* @brief Test whether two rectangles overlap, edges included.
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*
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* Tests all eight corners -- each rectangle's four against the other -- and
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* stops at the first hit. Checking both directions is what catches the case
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* where one rectangle is entirely inside the other and so has no corner within
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* its neighbour.
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*
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* @param r1 First rectangle. Required.
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* @param r2 Second rectangle. Required. Order does not matter.
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* @param collide Receives `true` on any overlap or shared edge, `false`
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* otherwise. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p r1, @p r2, or @p collide is `NULL`.
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*
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* @note Fixed in 0.8.0. This was eight corner-containment tests, which answer a
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* different question and get the cross wrong: a tall thin rectangle
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* crossing a short wide one overlaps without either enclosing a corner of
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* the other, and every corner test said no. It is a span comparison on
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* both axes now. Two consequences for a caller upgrading: that
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* arrangement starts reporting `true`, and the comparison is in `float`
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* rather than through akgl_Point's `int` members, so an overlap smaller
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* than one pixel is no longer truncated away.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide);
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/**
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* @brief Resolve an asset path, trying the working directory before the given root.
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*
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* Asset files name their neighbours relatively -- a sprite definition names its
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* spritesheet, a tilemap names its tilesets -- and "relative" has to mean
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* relative to the file doing the naming, not to wherever the game was launched
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* from. So this tries @p path against the process working directory first, and
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* only if that does not exist joins it onto @p root and resolves that. Either
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* way the result is absolute, with symlinks and `..` folded out.
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*
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* @param root Directory to fall back to, normally `dirname` of the file that
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* contained @p path. Required, even when unused.
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* @param path The path to resolve, relative or absolute. Required.
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* @param dest Receives the resolved absolute path. Required, and must already be
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* a claimed pool string -- this writes into it, it does not claim
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* one for you.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p root, @p path, or @p dest is `NULL`.
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* @throws AKERR_OUTOFBOUNDS If `root + "/" + path` would not fit in
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* #AKGL_MAX_STRING_LENGTH.
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* @throws ENOENT If neither spelling names an existing file. Any other `errno`
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* `realpath(3)` can raise -- EACCES on an unsearchable directory,
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* ELOOP, ENOTDIR -- propagates the same way.
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* @throws AKGL_ERR_HEAP If the string pool is exhausted.
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*
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* @note The fallback path -- the common one, since most asset references are
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* relative to their own file rather than to the working directory --
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* returns straight out of the ENOENT handler and so never releases the
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* error context it was handling. Each such call consumes one slot of
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* libakerror's fixed 128-entry context array for the life of the process.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_path_relative(char *root, char *path, akgl_String *dest);
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// These are REALLY slow routines that are only useful in testing harnesses
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/**
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* @brief Assert that two surfaces hold byte-identical pixels.
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*
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* A `memcmp` over the raw pixel buffer, so it is exact: one differing byte in
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* one pixel is a failure. Meant for test harnesses asserting on rendered output,
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* not for anything on a frame path.
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*
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* @param s1 First surface. Required. Its `pitch * h` is what determines how many
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* bytes are compared.
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* @param s2 Second surface. Required.
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* @return `NULL` when the pixels match, otherwise an error context owned by the
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* caller. "Not equal" is reported as an error, not as an out-param.
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* @throws AKERR_NULLPOINTER If @p s1 or @p s2 is `NULL`, or either has no
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* pixel buffer.
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* @throws AKERR_VALUE If the surfaces differ in size, pitch, or pixel format,
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* or if their pixels differ.
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*
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* Dimensions, pitch and pixel format are compared first, and a difference in
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* any of them is reported as a mismatch. Until 0.5.0 they were not, so a
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* smaller @p s2 was read past its end instead -- benign in practice and
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* immediately fatal under a memory checker.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2);
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/**
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* @brief Draw two textures in turn, read the framebuffer back after each, and compare.
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*
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* The test-harness counterpart to akgl_compare_sdl_surfaces: it answers "do
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* these two textures *render* the same", which is not the same question as "are
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* these two textures identical", because the renderer's scaling and blending sit
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* in between. Both are drawn into the same rectangle against a cleared target.
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*
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* @param t1 First texture. Required.
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* @param t2 Second texture. Required.
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* @param x Left edge of the region, in pixels. Used for the source
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* rectangle, the destination, and the readback alike.
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* @param y Top edge of the region.
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* @param w Width of the region.
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* @param h Height of the region.
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* @param writeout Optional filename for a PNG of the *first* render, written
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* under `SDL_GetBasePath()`. `NULL` skips it. This is a
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* debugging aid -- when an image assertion fails, this is how
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* you see what was actually drawn.
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* @return `NULL` when the two renders match, otherwise an error context owned by
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* the caller.
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* @throws AKERR_NULLPOINTER If @p t1 or @p t2 is `NULL`.
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* @throws AKGL_ERR_SDL If the framebuffer cannot be read back.
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* @throws AKERR_IO If @p writeout is given and the PNG cannot be written.
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* @throws AKERR_VALUE If the two renders differ.
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* @throws AKGL_ERR_HEAP If the string pool is exhausted.
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*
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* @note Until 0.5.0 both passes drew @p t1, so this always reported a match and
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* every image assertion built on it asserted nothing. It draws @p t2 on
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* the second pass now.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout);
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#endif // _AKGL_UTIL_H_
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