Files
codegirl-games/engine/batching_test.odin
T
codegirl007 fb63ee21f4 Test draw_sprite refuses to exceed MAX_SPRITES.
Locks the enqueue capacity guard so a full draw_list cannot grow past the vertex buffer budget.
2026-08-14 22:18:42 -07:00

135 lines
3.4 KiB
Odin

package engine
import "core:testing"
import sdl "vendor:sdl3"
fake_tex :: proc(id: uintptr) -> ^sdl.GPUTexture {
return cast(^sdl.GPUTexture)id
}
@(test)
texture_run_len_empty_or_oob :: proc(t: ^testing.T) {
testing.expect_value(t, texture_run_len(nil, 0), 0)
list := []Queued_Sprite{}
testing.expect_value(t, texture_run_len(list, 0), 0)
list = make([]Queued_Sprite, 1)
defer delete(list)
list[0] = {texture = fake_tex(1)}
testing.expect_value(t, texture_run_len(list, -1), 0)
testing.expect_value(t, texture_run_len(list, 1), 0)
}
@(test)
texture_run_len_single :: proc(t: ^testing.T) {
list := make([]Queued_Sprite, 1)
defer delete(list)
list[0] = {texture = fake_tex(1)}
testing.expect_value(t, texture_run_len(list, 0), 1)
}
@(test)
texture_run_len_same_texture :: proc(t: ^testing.T) {
tex := fake_tex(1)
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = tex}
list[1] = {texture = tex}
list[2] = {texture = tex}
testing.expect_value(t, texture_run_len(list, 0), 3)
}
@(test)
texture_run_len_breaks_on_change :: proc(t: ^testing.T) {
a := fake_tex(1)
b := fake_tex(2)
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = a}
list[1] = {texture = a}
list[2] = {texture = b}
testing.expect_value(t, texture_run_len(list, 0), 2)
testing.expect_value(t, texture_run_len(list, 2), 1)
}
@(test)
texture_run_len_all_different :: proc(t: ^testing.T) {
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = fake_tex(1)}
list[1] = {texture = fake_tex(2)}
list[2] = {texture = fake_tex(3)}
testing.expect_value(t, texture_run_len(list, 0), 1)
testing.expect_value(t, texture_run_len(list, 1), 1)
testing.expect_value(t, texture_run_len(list, 2), 1)
}
make_test_draw_app :: proc() -> App {
app: App
app.cmd = cast(^sdl.GPUCommandBuffer)uintptr(1)
app.swapchain_texture = fake_tex(99)
app.swapchain_w = 800
app.swapchain_h = 600
app.camera = camera_default()
app.draw_list = make([dynamic]Queued_Sprite)
return app
}
destroy_test_draw_app :: proc(app: ^App) {
if app == nil do return
delete(app.draw_list)
app^ = {}
}
make_test_draw_character :: proc() -> Character_Data {
data: Character_Data
data.texture = fake_tex(42)
data.width = 100
data.height = 100
data.def.pivot = {0.5, 1.0}
data.def.clips = make(map[string]Clip_Def)
frames := make([]Frame_Def, 1)
frames[0] = Frame_Def {
rect = {0, 0, 10, 10},
source_size = {10, 10},
trim_offset = {0, 0},
}
data.def.clips["idle"] = Clip_Def {
loop = true,
fps = 10,
frames = frames,
}
return data
}
destroy_test_draw_character :: proc(data: ^Character_Data) {
if data == nil do return
keys := make([dynamic]string, context.temp_allocator)
for key, clip in data.def.clips {
delete(clip.frames)
append(&keys, key)
}
for key in keys {
delete_key(&data.def.clips, key)
}
delete(data.def.clips)
data^ = {}
}
@(test)
draw_sprite_at_max_sprites_does_not_append :: proc(t: ^testing.T) {
app := make_test_draw_app()
defer destroy_test_draw_app(&app)
data := make_test_draw_character()
defer destroy_test_draw_character(&data)
for _ in 0 ..< MAX_SPRITES {
append(&app.draw_list, Queued_Sprite{texture = data.texture})
}
testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
draw_sprite(&app, &sprite)
testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
}