shader_test.go 58 KB

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  1. // Copyright 2020 The Ebiten Authors
  2. //
  3. // Licensed under the Apache License, Version 2.0 (the "License");
  4. // you may not use this file except in compliance with the License.
  5. // You may obtain a copy of the License at
  6. //
  7. // http://www.apache.org/licenses/LICENSE-2.0
  8. //
  9. // Unless required by applicable law or agreed to in writing, software
  10. // distributed under the License is distributed on an "AS IS" BASIS,
  11. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  12. // See the License for the specific language governing permissions and
  13. // limitations under the License.
  14. package ebiten_test
  15. import (
  16. "fmt"
  17. "image"
  18. "image/color"
  19. "math"
  20. "testing"
  21. "github.com/hajimehoshi/ebiten/v2"
  22. )
  23. func TestShaderFill(t *testing.T) {
  24. const w, h = 16, 16
  25. dst := ebiten.NewImage(w, h)
  26. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  27. package main
  28. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  29. return vec4(1, 0, 0, 1)
  30. }
  31. `))
  32. if err != nil {
  33. t.Fatal(err)
  34. }
  35. dst.DrawRectShader(w/2, h/2, s, nil)
  36. for j := 0; j < h; j++ {
  37. for i := 0; i < w; i++ {
  38. got := dst.At(i, j).(color.RGBA)
  39. var want color.RGBA
  40. if i < w/2 && j < h/2 {
  41. want = color.RGBA{R: 0xff, A: 0xff}
  42. }
  43. if got != want {
  44. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  45. }
  46. }
  47. }
  48. }
  49. func TestShaderFillWithDrawImage(t *testing.T) {
  50. const w, h = 16, 16
  51. dst := ebiten.NewImage(w, h)
  52. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  53. package main
  54. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  55. return vec4(1, 0, 0, 1)
  56. }
  57. `))
  58. if err != nil {
  59. t.Fatal(err)
  60. }
  61. src := ebiten.NewImage(w/2, h/2)
  62. op := &ebiten.DrawRectShaderOptions{}
  63. op.Images[0] = src
  64. dst.DrawRectShader(w/2, h/2, s, op)
  65. for j := 0; j < h; j++ {
  66. for i := 0; i < w; i++ {
  67. got := dst.At(i, j).(color.RGBA)
  68. var want color.RGBA
  69. if i < w/2 && j < h/2 {
  70. want = color.RGBA{R: 0xff, A: 0xff}
  71. }
  72. if got != want {
  73. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  74. }
  75. }
  76. }
  77. }
  78. // Issue #2525
  79. func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
  80. const w, h = 16, 16
  81. rect := image.Rectangle{Max: image.Point{X: w, Y: h}}
  82. dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
  83. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  84. package main
  85. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  86. return imageSrc0At(srcPos)
  87. }
  88. `))
  89. if err != nil {
  90. t.Fatal(err)
  91. }
  92. src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
  93. src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff})
  94. src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
  95. src1.Fill(color.RGBA{R: 0xff, A: 0xff})
  96. op := &ebiten.DrawRectShaderOptions{}
  97. op.CompositeMode = ebiten.CompositeModeCopy
  98. op.Images[0] = src0
  99. op.Images[1] = src1
  100. dst.DrawRectShader(w, h, s, op)
  101. op.Images[0] = src1
  102. op.Images[1] = nil
  103. dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1.
  104. // With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound
  105. // while binding src1 gets skipped!
  106. // This means that src0, not src1, got copied to dst.
  107. // Demonstrate the bug with a write to src1, which will actually end up on src0.
  108. // Validated later.
  109. var buf []byte
  110. for i := 0; i < w*h; i++ {
  111. buf = append(buf, 2, 5, 2, 5)
  112. }
  113. src1.WritePixels(buf)
  114. // Verify that src1 was copied to dst.
  115. for j := 0; j < h; j++ {
  116. for i := 0; i < w; i++ {
  117. got := dst.At(i, j).(color.RGBA)
  118. want := color.RGBA{R: 0xff, A: 0xff}
  119. if got != want {
  120. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  121. }
  122. }
  123. }
  124. // Fix up texture unit assignment by binding a different texture.
  125. op.Images[0] = src1
  126. dst.DrawRectShader(w, h, s, op)
  127. op.Images[0] = src0
  128. dst.DrawRectShader(w, h, s, op)
  129. // Verify that src0 was copied to dst and not overwritten above.
  130. for j := 0; j < h; j++ {
  131. for i := 0; i < w; i++ {
  132. got := dst.At(i, j).(color.RGBA)
  133. want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}
  134. if got != want {
  135. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  136. }
  137. }
  138. }
  139. }
  140. func TestShaderFillWithDrawTriangles(t *testing.T) {
  141. const w, h = 16, 16
  142. dst := ebiten.NewImage(w, h)
  143. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  144. package main
  145. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  146. return vec4(1, 0, 0, 1)
  147. }
  148. `))
  149. if err != nil {
  150. t.Fatal(err)
  151. }
  152. src := ebiten.NewImage(w/2, h/2)
  153. op := &ebiten.DrawTrianglesShaderOptions{}
  154. op.Images[0] = src
  155. vs := []ebiten.Vertex{
  156. {
  157. DstX: 0,
  158. DstY: 0,
  159. SrcX: 0,
  160. SrcY: 0,
  161. ColorR: 1,
  162. ColorG: 1,
  163. ColorB: 1,
  164. ColorA: 1,
  165. },
  166. {
  167. DstX: w,
  168. DstY: 0,
  169. SrcX: w / 2,
  170. SrcY: 0,
  171. ColorR: 1,
  172. ColorG: 1,
  173. ColorB: 1,
  174. ColorA: 1,
  175. },
  176. {
  177. DstX: 0,
  178. DstY: h,
  179. SrcX: 0,
  180. SrcY: h / 2,
  181. ColorR: 1,
  182. ColorG: 1,
  183. ColorB: 1,
  184. ColorA: 1,
  185. },
  186. {
  187. DstX: w,
  188. DstY: h,
  189. SrcX: w / 2,
  190. SrcY: h / 2,
  191. ColorR: 1,
  192. ColorG: 1,
  193. ColorB: 1,
  194. ColorA: 1,
  195. },
  196. }
  197. is := []uint16{0, 1, 2, 1, 2, 3}
  198. dst.DrawTrianglesShader(vs, is, s, op)
  199. for j := 0; j < h; j++ {
  200. for i := 0; i < w; i++ {
  201. got := dst.At(i, j).(color.RGBA)
  202. want := color.RGBA{R: 0xff, A: 0xff}
  203. if got != want {
  204. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  205. }
  206. }
  207. }
  208. }
  209. func TestShaderFunction(t *testing.T) {
  210. const w, h = 16, 16
  211. dst := ebiten.NewImage(w, h)
  212. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  213. package main
  214. func clr(red float) (float, float, float, float) {
  215. return red, 0, 0, 1
  216. }
  217. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  218. return vec4(clr(1))
  219. }
  220. `))
  221. if err != nil {
  222. t.Fatal(err)
  223. }
  224. dst.DrawRectShader(w, h, s, nil)
  225. for j := 0; j < h; j++ {
  226. for i := 0; i < w; i++ {
  227. got := dst.At(i, j).(color.RGBA)
  228. want := color.RGBA{R: 0xff, A: 0xff}
  229. if got != want {
  230. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  231. }
  232. }
  233. }
  234. }
  235. func TestShaderUninitializedUniformVariables(t *testing.T) {
  236. const w, h = 16, 16
  237. dst := ebiten.NewImage(w, h)
  238. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  239. package main
  240. var U vec4
  241. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  242. return U
  243. }
  244. `))
  245. if err != nil {
  246. t.Fatal(err)
  247. }
  248. dst.DrawRectShader(w, h, s, nil)
  249. for j := 0; j < h; j++ {
  250. for i := 0; i < w; i++ {
  251. got := dst.At(i, j).(color.RGBA)
  252. var want color.RGBA
  253. if got != want {
  254. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  255. }
  256. }
  257. }
  258. }
  259. func TestShaderMatrix(t *testing.T) {
  260. const w, h = 16, 16
  261. dst := ebiten.NewImage(w, h)
  262. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  263. package main
  264. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  265. var a, b mat4
  266. a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
  267. a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
  268. a[2] = vec4(0.1875, 0.125, 0.25, 0.25)
  269. a[3] = vec4(0.0625, 0.1875, 0.125, 0.25)
  270. b[0] = vec4(0.0625, 0.125, 0.0625, 0.125)
  271. b[1] = vec4(0.125, 0.1875, 0.25, 0.0625)
  272. b[2] = vec4(0.125, 0.125, 0.1875, 0.1875)
  273. b[3] = vec4(0.25, 0.0625, 0.125, 0.0625)
  274. return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1)
  275. }
  276. `))
  277. if err != nil {
  278. t.Fatal(err)
  279. }
  280. src := ebiten.NewImage(w, h)
  281. op := &ebiten.DrawRectShaderOptions{}
  282. op.Images[0] = src
  283. dst.DrawRectShader(w, h, s, op)
  284. for j := 0; j < h; j++ {
  285. for i := 0; i < w; i++ {
  286. got := dst.At(i, j).(color.RGBA)
  287. want := color.RGBA{R: 87, G: 82, B: 71, A: 255}
  288. if got != want {
  289. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  290. }
  291. }
  292. }
  293. }
  294. func TestShaderSubImage(t *testing.T) {
  295. const w, h = 16, 16
  296. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  297. package main
  298. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  299. r := imageSrc0At(srcPos).r
  300. g := imageSrc1At(srcPos).g
  301. return vec4(r, g, 0, 1)
  302. }
  303. `))
  304. if err != nil {
  305. t.Fatal(err)
  306. }
  307. src0 := ebiten.NewImage(w, h)
  308. pix0 := make([]byte, 4*w*h)
  309. for j := 0; j < h; j++ {
  310. for i := 0; i < w; i++ {
  311. if 2 <= i && i < 10 && 3 <= j && j < 11 {
  312. pix0[4*(j*w+i)] = 0xff
  313. pix0[4*(j*w+i)+1] = 0
  314. pix0[4*(j*w+i)+2] = 0
  315. pix0[4*(j*w+i)+3] = 0xff
  316. }
  317. }
  318. }
  319. src0.WritePixels(pix0)
  320. src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*ebiten.Image)
  321. src1 := ebiten.NewImage(w, h)
  322. pix1 := make([]byte, 4*w*h)
  323. for j := 0; j < h; j++ {
  324. for i := 0; i < w; i++ {
  325. if 6 <= i && i < 14 && 8 <= j && j < 16 {
  326. pix1[4*(j*w+i)] = 0
  327. pix1[4*(j*w+i)+1] = 0xff
  328. pix1[4*(j*w+i)+2] = 0
  329. pix1[4*(j*w+i)+3] = 0xff
  330. }
  331. }
  332. }
  333. src1.WritePixels(pix1)
  334. src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*ebiten.Image)
  335. testPixels := func(testname string, dst *ebiten.Image) {
  336. for j := 0; j < h; j++ {
  337. for i := 0; i < w; i++ {
  338. got := dst.At(i, j).(color.RGBA)
  339. var want color.RGBA
  340. if i < w/2 && j < h/2 {
  341. want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
  342. }
  343. if got != want {
  344. t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
  345. }
  346. }
  347. }
  348. }
  349. t.Run("DrawRectShader", func(t *testing.T) {
  350. dst := ebiten.NewImage(w, h)
  351. op := &ebiten.DrawRectShaderOptions{}
  352. op.Images[0] = src0
  353. op.Images[1] = src1
  354. dst.DrawRectShader(w/2, h/2, s, op)
  355. testPixels("DrawRectShader", dst)
  356. })
  357. t.Run("DrawTrianglesShader", func(t *testing.T) {
  358. dst := ebiten.NewImage(w, h)
  359. vs := []ebiten.Vertex{
  360. {
  361. DstX: 0,
  362. DstY: 0,
  363. SrcX: 2,
  364. SrcY: 3,
  365. ColorR: 1,
  366. ColorG: 1,
  367. ColorB: 1,
  368. ColorA: 1,
  369. },
  370. {
  371. DstX: w / 2,
  372. DstY: 0,
  373. SrcX: 10,
  374. SrcY: 3,
  375. ColorR: 1,
  376. ColorG: 1,
  377. ColorB: 1,
  378. ColorA: 1,
  379. },
  380. {
  381. DstX: 0,
  382. DstY: h / 2,
  383. SrcX: 2,
  384. SrcY: 11,
  385. ColorR: 1,
  386. ColorG: 1,
  387. ColorB: 1,
  388. ColorA: 1,
  389. },
  390. {
  391. DstX: w / 2,
  392. DstY: h / 2,
  393. SrcX: 10,
  394. SrcY: 11,
  395. ColorR: 1,
  396. ColorG: 1,
  397. ColorB: 1,
  398. ColorA: 1,
  399. },
  400. }
  401. is := []uint16{0, 1, 2, 1, 2, 3}
  402. op := &ebiten.DrawTrianglesShaderOptions{}
  403. op.Images[0] = src0
  404. op.Images[1] = src1
  405. dst.DrawTrianglesShader(vs, is, s, op)
  406. testPixels("DrawTrianglesShader", dst)
  407. })
  408. }
  409. // Issue #1404
  410. func TestShaderDerivatives(t *testing.T) {
  411. t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
  412. const w, h = 16, 16
  413. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  414. package main
  415. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  416. p := imageSrc0At(srcPos)
  417. return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
  418. }
  419. `))
  420. if err != nil {
  421. t.Fatal(err)
  422. }
  423. dst := ebiten.NewImage(w, h)
  424. src := ebiten.NewImage(w, h)
  425. pix := make([]byte, 4*w*h)
  426. for j := 0; j < h; j++ {
  427. for i := 0; i < w; i++ {
  428. if i < w/2 {
  429. pix[4*(j*w+i)] = 0xff
  430. }
  431. if j < h/2 {
  432. pix[4*(j*w+i)+1] = 0xff
  433. }
  434. pix[4*(j*w+i)+3] = 0xff
  435. }
  436. }
  437. src.WritePixels(pix)
  438. op := &ebiten.DrawRectShaderOptions{}
  439. op.Images[0] = src
  440. dst.DrawRectShader(w, h, s, op)
  441. // The results of the edges might be unreliable. Skip the edges.
  442. for j := 1; j < h-1; j++ {
  443. for i := 1; i < w-1; i++ {
  444. got := dst.At(i, j).(color.RGBA)
  445. want := color.RGBA{A: 0xff}
  446. if i == w/2-1 || i == w/2 {
  447. want.R = 0xff
  448. }
  449. if j == h/2-1 || j == h/2 {
  450. want.G = 0xff
  451. }
  452. if got != want {
  453. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  454. }
  455. }
  456. }
  457. }
  458. // Issue #1701
  459. func TestShaderDerivatives2(t *testing.T) {
  460. t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
  461. const w, h = 16, 16
  462. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  463. package main
  464. // This function uses dfdx and then should not be in GLSL's vertex shader (#1701).
  465. func Foo(p vec4) vec4 {
  466. return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
  467. }
  468. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  469. p := imageSrc0At(srcPos)
  470. return Foo(p)
  471. }
  472. `))
  473. if err != nil {
  474. t.Fatal(err)
  475. }
  476. dst := ebiten.NewImage(w, h)
  477. src := ebiten.NewImage(w, h)
  478. pix := make([]byte, 4*w*h)
  479. for j := 0; j < h; j++ {
  480. for i := 0; i < w; i++ {
  481. if i < w/2 {
  482. pix[4*(j*w+i)] = 0xff
  483. }
  484. if j < h/2 {
  485. pix[4*(j*w+i)+1] = 0xff
  486. }
  487. pix[4*(j*w+i)+3] = 0xff
  488. }
  489. }
  490. src.WritePixels(pix)
  491. op := &ebiten.DrawRectShaderOptions{}
  492. op.Images[0] = src
  493. dst.DrawRectShader(w, h, s, op)
  494. // The results of the edges might be unreliable. Skip the edges.
  495. for j := 1; j < h-1; j++ {
  496. for i := 1; i < w-1; i++ {
  497. got := dst.At(i, j).(color.RGBA)
  498. want := color.RGBA{A: 0xff}
  499. if i == w/2-1 || i == w/2 {
  500. want.R = 0xff
  501. }
  502. if j == h/2-1 || j == h/2 {
  503. want.G = 0xff
  504. }
  505. if got != want {
  506. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  507. }
  508. }
  509. }
  510. }
  511. // Issue #1754
  512. func TestShaderUniformFirstElement(t *testing.T) {
  513. shaders := []struct {
  514. Name string
  515. Shader string
  516. Uniforms map[string]any
  517. }{
  518. {
  519. Name: "float array",
  520. Shader: `//kage:unit pixels
  521. package main
  522. var C [2]float
  523. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  524. return vec4(C[0], 1, 1, 1)
  525. }`,
  526. Uniforms: map[string]any{
  527. "C": []float32{1, 1},
  528. },
  529. },
  530. {
  531. Name: "float one-element array",
  532. Shader: `//kage:unit pixels
  533. package main
  534. var C [1]float
  535. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  536. return vec4(C[0], 1, 1, 1)
  537. }`,
  538. Uniforms: map[string]any{
  539. "C": []float32{1},
  540. },
  541. },
  542. {
  543. Name: "matrix array",
  544. Shader: `//kage:unit pixels
  545. package main
  546. var C [2]mat2
  547. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  548. return vec4(C[0][0][0], 1, 1, 1)
  549. }`,
  550. Uniforms: map[string]any{
  551. "C": []float32{1, 0, 0, 0, 0, 0, 0, 0},
  552. },
  553. },
  554. }
  555. for _, shader := range shaders {
  556. shader := shader
  557. t.Run(shader.Name, func(t *testing.T) {
  558. const w, h = 1, 1
  559. dst := ebiten.NewImage(w, h)
  560. defer dst.Deallocate()
  561. s, err := ebiten.NewShader([]byte(shader.Shader))
  562. if err != nil {
  563. t.Fatal(err)
  564. }
  565. defer s.Deallocate()
  566. op := &ebiten.DrawRectShaderOptions{}
  567. op.Uniforms = shader.Uniforms
  568. dst.DrawRectShader(w, h, s, op)
  569. if got, want := dst.At(0, 0), (color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}); got != want {
  570. t.Errorf("got: %v, want: %v", got, want)
  571. }
  572. })
  573. }
  574. }
  575. // Issue #2006
  576. func TestShaderFuncMod(t *testing.T) {
  577. const w, h = 16, 16
  578. dst := ebiten.NewImage(w, h)
  579. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  580. package main
  581. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  582. r := mod(-0.25, 1.0)
  583. return vec4(r, 0, 0, 1)
  584. }
  585. `))
  586. if err != nil {
  587. t.Fatal(err)
  588. }
  589. dst.DrawRectShader(w/2, h/2, s, nil)
  590. for j := 0; j < h; j++ {
  591. for i := 0; i < w; i++ {
  592. got := dst.At(i, j).(color.RGBA)
  593. var want color.RGBA
  594. if i < w/2 && j < h/2 {
  595. want = color.RGBA{R: 0xc0, A: 0xff}
  596. }
  597. if !sameColors(got, want, 2) {
  598. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  599. }
  600. }
  601. }
  602. }
  603. func TestShaderMatrixInitialize(t *testing.T) {
  604. const w, h = 16, 16
  605. src := ebiten.NewImage(w, h)
  606. src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
  607. dst := ebiten.NewImage(w, h)
  608. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  609. package main
  610. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  611. return mat4(2) * imageSrc0At(srcPos);
  612. }
  613. `))
  614. if err != nil {
  615. t.Fatal(err)
  616. }
  617. op := &ebiten.DrawRectShaderOptions{}
  618. op.Images[0] = src
  619. dst.DrawRectShader(w, h, s, op)
  620. for j := 0; j < h; j++ {
  621. for i := 0; i < w; i++ {
  622. got := dst.At(i, j).(color.RGBA)
  623. want := color.RGBA{R: 0x20, G: 0x40, B: 0x60, A: 0xff}
  624. if !sameColors(got, want, 2) {
  625. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  626. }
  627. }
  628. }
  629. }
  630. // Issue #2029
  631. func TestShaderModVectorAndFloat(t *testing.T) {
  632. const w, h = 16, 16
  633. dst := ebiten.NewImage(w, h)
  634. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  635. package main
  636. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  637. r := mod(vec3(0.25, 0.5, 0.75), 0.5)
  638. return vec4(r, 1)
  639. }
  640. `))
  641. if err != nil {
  642. t.Fatal(err)
  643. }
  644. dst.DrawRectShader(w, h, s, nil)
  645. for j := 0; j < h; j++ {
  646. for i := 0; i < w; i++ {
  647. got := dst.At(i, j).(color.RGBA)
  648. want := color.RGBA{R: 0x40, B: 0x40, A: 0xff}
  649. if !sameColors(got, want, 2) {
  650. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  651. }
  652. }
  653. }
  654. }
  655. func TestShaderTextureAt(t *testing.T) {
  656. const w, h = 16, 16
  657. src := ebiten.NewImage(w, h)
  658. src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
  659. dst := ebiten.NewImage(w, h)
  660. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  661. package main
  662. func textureAt(uv vec2) vec4 {
  663. return imageSrc0UnsafeAt(uv)
  664. }
  665. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  666. return textureAt(srcPos)
  667. }
  668. `))
  669. if err != nil {
  670. t.Fatal(err)
  671. }
  672. op := &ebiten.DrawRectShaderOptions{}
  673. op.Images[0] = src
  674. dst.DrawRectShader(w, h, s, op)
  675. for j := 0; j < h; j++ {
  676. for i := 0; i < w; i++ {
  677. got := dst.At(i, j).(color.RGBA)
  678. want := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}
  679. if !sameColors(got, want, 2) {
  680. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  681. }
  682. }
  683. }
  684. }
  685. func TestShaderAtan2(t *testing.T) {
  686. const w, h = 16, 16
  687. src := ebiten.NewImage(w, h)
  688. src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
  689. dst := ebiten.NewImage(w, h)
  690. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  691. package main
  692. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  693. y := vec4(1, 1, 1, 1)
  694. x := vec4(1, 1, 1, 1)
  695. return atan2(y, x)
  696. }
  697. `))
  698. if err != nil {
  699. t.Fatal(err)
  700. }
  701. op := &ebiten.DrawRectShaderOptions{}
  702. op.Images[0] = src
  703. dst.DrawRectShader(w, h, s, op)
  704. for j := 0; j < h; j++ {
  705. for i := 0; i < w; i++ {
  706. got := dst.At(i, j).(color.RGBA)
  707. v := byte(math.Floor(0xff * math.Pi / 4))
  708. want := color.RGBA{R: v, G: v, B: v, A: v}
  709. if !sameColors(got, want, 2) {
  710. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  711. }
  712. }
  713. }
  714. }
  715. func TestShaderUniformMatrix2(t *testing.T) {
  716. const w, h = 16, 16
  717. dst := ebiten.NewImage(w, h)
  718. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  719. package main
  720. var Mat2 mat2
  721. var F float
  722. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  723. return vec4(F * Mat2 * vec2(1), 1, 1)
  724. }
  725. `))
  726. if err != nil {
  727. t.Fatal(err)
  728. }
  729. op := &ebiten.DrawRectShaderOptions{}
  730. op.Uniforms = map[string]any{
  731. "Mat2": []float32{
  732. 1.0 / 256.0, 2.0 / 256.0,
  733. 3.0 / 256.0, 4.0 / 256.0,
  734. },
  735. "F": float32(2),
  736. }
  737. dst.DrawRectShader(w, h, s, op)
  738. for j := 0; j < h; j++ {
  739. for i := 0; i < w; i++ {
  740. got := dst.At(i, j).(color.RGBA)
  741. want := color.RGBA{R: 8, G: 12, B: 0xff, A: 0xff}
  742. if !sameColors(got, want, 2) {
  743. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  744. }
  745. }
  746. }
  747. }
  748. func TestShaderUniformMatrix2Array(t *testing.T) {
  749. const w, h = 16, 16
  750. dst := ebiten.NewImage(w, h)
  751. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  752. package main
  753. var Mat2 [2]mat2
  754. var F float
  755. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  756. return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
  757. }
  758. `))
  759. if err != nil {
  760. t.Fatal(err)
  761. }
  762. op := &ebiten.DrawRectShaderOptions{}
  763. op.Uniforms = map[string]any{
  764. "Mat2": []float32{
  765. 1.0 / 256.0, 2.0 / 256.0,
  766. 3.0 / 256.0, 4.0 / 256.0,
  767. 5.0 / 256.0, 6.0 / 256.0,
  768. 7.0 / 256.0, 8.0 / 256.0,
  769. },
  770. "F": float32(256),
  771. }
  772. dst.DrawRectShader(w, h, s, op)
  773. for j := 0; j < h; j++ {
  774. for i := 0; i < w; i++ {
  775. got := dst.At(i, j).(color.RGBA)
  776. want := color.RGBA{R: 54, G: 80, B: 0xff, A: 0xff}
  777. if !sameColors(got, want, 2) {
  778. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  779. }
  780. }
  781. }
  782. }
  783. func TestShaderUniformMatrix3(t *testing.T) {
  784. const w, h = 16, 16
  785. dst := ebiten.NewImage(w, h)
  786. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  787. package main
  788. var Mat3 mat3
  789. var F float
  790. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  791. return vec4(F * Mat3 * vec3(1), 1)
  792. }
  793. `))
  794. if err != nil {
  795. t.Fatal(err)
  796. }
  797. op := &ebiten.DrawRectShaderOptions{}
  798. op.Uniforms = map[string]any{
  799. "Mat3": []float32{
  800. 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
  801. 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
  802. 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
  803. },
  804. "F": float32(2),
  805. }
  806. dst.DrawRectShader(w, h, s, op)
  807. for j := 0; j < h; j++ {
  808. for i := 0; i < w; i++ {
  809. got := dst.At(i, j).(color.RGBA)
  810. want := color.RGBA{R: 24, G: 30, B: 36, A: 0xff}
  811. if !sameColors(got, want, 2) {
  812. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  813. }
  814. }
  815. }
  816. }
  817. func TestShaderUniformMatrix3Array(t *testing.T) {
  818. const w, h = 16, 16
  819. dst := ebiten.NewImage(w, h)
  820. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  821. package main
  822. var Mat3 [2]mat3
  823. var F float
  824. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  825. return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1)
  826. }
  827. `))
  828. if err != nil {
  829. t.Fatal(err)
  830. }
  831. op := &ebiten.DrawRectShaderOptions{}
  832. op.Uniforms = map[string]any{
  833. "Mat3": []float32{
  834. 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
  835. 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
  836. 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
  837. 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
  838. 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0,
  839. 16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0,
  840. },
  841. "F": float32(3),
  842. }
  843. dst.DrawRectShader(w, h, s, op)
  844. for j := 0; j < h; j++ {
  845. for i := 0; i < w; i++ {
  846. got := dst.At(i, j).(color.RGBA)
  847. want := color.RGBA{R: 6, G: 8, B: 9, A: 0xff}
  848. if !sameColors(got, want, 2) {
  849. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  850. }
  851. }
  852. }
  853. }
  854. func TestShaderUniformMatrix4(t *testing.T) {
  855. const w, h = 16, 16
  856. dst := ebiten.NewImage(w, h)
  857. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  858. package main
  859. var Mat4 mat4
  860. var F float
  861. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  862. return F * Mat4 * vec4(1)
  863. }
  864. `))
  865. if err != nil {
  866. t.Fatal(err)
  867. }
  868. op := &ebiten.DrawRectShaderOptions{}
  869. op.Uniforms = map[string]any{
  870. "Mat4": []float32{
  871. 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
  872. 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
  873. 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
  874. 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
  875. },
  876. "F": float32(4),
  877. }
  878. dst.DrawRectShader(w, h, s, op)
  879. for j := 0; j < h; j++ {
  880. for i := 0; i < w; i++ {
  881. got := dst.At(i, j).(color.RGBA)
  882. want := color.RGBA{R: 112, G: 128, B: 143, A: 159}
  883. if !sameColors(got, want, 2) {
  884. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  885. }
  886. }
  887. }
  888. }
  889. func TestShaderUniformMatrix4Array(t *testing.T) {
  890. const w, h = 16, 16
  891. dst := ebiten.NewImage(w, h)
  892. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  893. package main
  894. var Mat4 [2]mat4
  895. var F float
  896. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  897. return F * Mat4[0] * Mat4[1] * vec4(1)
  898. }
  899. `))
  900. if err != nil {
  901. t.Fatal(err)
  902. }
  903. op := &ebiten.DrawRectShaderOptions{}
  904. op.Uniforms = map[string]any{
  905. "Mat4": []float32{
  906. 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
  907. 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
  908. 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
  909. 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
  910. 17.0 / 256.0, 18.0 / 256.0, 19.0 / 256.0, 20.0 / 256.0,
  911. 21.0 / 256.0, 22.0 / 256.0, 23.0 / 256.0, 24.0 / 256.0,
  912. 25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0,
  913. 29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0,
  914. },
  915. "F": float32(4),
  916. }
  917. dst.DrawRectShader(w, h, s, op)
  918. for j := 0; j < h; j++ {
  919. for i := 0; i < w; i++ {
  920. got := dst.At(i, j).(color.RGBA)
  921. want := color.RGBA{R: 44, G: 50, B: 56, A: 62}
  922. if !sameColors(got, want, 2) {
  923. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  924. }
  925. }
  926. }
  927. }
  928. func TestShaderOptionsNegativeBounds(t *testing.T) {
  929. const w, h = 16, 16
  930. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  931. package main
  932. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  933. r := imageSrc0At(srcPos).r
  934. g := imageSrc1At(srcPos).g
  935. return vec4(r, g, 0, 1)
  936. }
  937. `))
  938. if err != nil {
  939. t.Fatal(err)
  940. }
  941. const offset0 = -4
  942. src0 := ebiten.NewImageWithOptions(image.Rect(offset0, offset0, w+offset0, h+offset0), nil)
  943. pix0 := make([]byte, 4*w*h)
  944. for j := 0; j < h; j++ {
  945. for i := 0; i < w; i++ {
  946. if 2 <= i && i < 10 && 3 <= j && j < 11 {
  947. pix0[4*(j*w+i)] = 0xff
  948. pix0[4*(j*w+i)+1] = 0
  949. pix0[4*(j*w+i)+2] = 0
  950. pix0[4*(j*w+i)+3] = 0xff
  951. }
  952. }
  953. }
  954. src0.WritePixels(pix0)
  955. src0 = src0.SubImage(image.Rect(2+offset0, 3+offset0, 10+offset0, 11+offset0)).(*ebiten.Image)
  956. const offset1 = -6
  957. src1 := ebiten.NewImageWithOptions(image.Rect(offset1, offset1, w+offset1, h+offset1), nil)
  958. pix1 := make([]byte, 4*w*h)
  959. for j := 0; j < h; j++ {
  960. for i := 0; i < w; i++ {
  961. if 6 <= i && i < 14 && 8 <= j && j < 16 {
  962. pix1[4*(j*w+i)] = 0
  963. pix1[4*(j*w+i)+1] = 0xff
  964. pix1[4*(j*w+i)+2] = 0
  965. pix1[4*(j*w+i)+3] = 0xff
  966. }
  967. }
  968. }
  969. src1.WritePixels(pix1)
  970. src1 = src1.SubImage(image.Rect(6+offset1, 8+offset1, 14+offset1, 16+offset1)).(*ebiten.Image)
  971. const offset2 = -2
  972. testPixels := func(testname string, dst *ebiten.Image) {
  973. for j := offset2; j < h+offset2; j++ {
  974. for i := offset2; i < w+offset2; i++ {
  975. got := dst.At(i, j).(color.RGBA)
  976. var want color.RGBA
  977. if 0 <= i && i < w/2 && 0 <= j && j < h/2 {
  978. want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
  979. }
  980. if got != want {
  981. t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
  982. }
  983. }
  984. }
  985. }
  986. t.Run("DrawRectShader", func(t *testing.T) {
  987. dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
  988. op := &ebiten.DrawRectShaderOptions{}
  989. op.Images[0] = src0
  990. op.Images[1] = src1
  991. dst.DrawRectShader(w/2, h/2, s, op)
  992. testPixels("DrawRectShader", dst)
  993. })
  994. t.Run("DrawTrianglesShader", func(t *testing.T) {
  995. dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
  996. vs := []ebiten.Vertex{
  997. {
  998. DstX: 0,
  999. DstY: 0,
  1000. SrcX: 2 + offset0,
  1001. SrcY: 3 + offset0,
  1002. ColorR: 1,
  1003. ColorG: 1,
  1004. ColorB: 1,
  1005. ColorA: 1,
  1006. },
  1007. {
  1008. DstX: w / 2,
  1009. DstY: 0,
  1010. SrcX: 10 + offset0,
  1011. SrcY: 3 + offset0,
  1012. ColorR: 1,
  1013. ColorG: 1,
  1014. ColorB: 1,
  1015. ColorA: 1,
  1016. },
  1017. {
  1018. DstX: 0,
  1019. DstY: h / 2,
  1020. SrcX: 2 + offset0,
  1021. SrcY: 11 + offset0,
  1022. ColorR: 1,
  1023. ColorG: 1,
  1024. ColorB: 1,
  1025. ColorA: 1,
  1026. },
  1027. {
  1028. DstX: w / 2,
  1029. DstY: h / 2,
  1030. SrcX: 10 + offset0,
  1031. SrcY: 11 + offset0,
  1032. ColorR: 1,
  1033. ColorG: 1,
  1034. ColorB: 1,
  1035. ColorA: 1,
  1036. },
  1037. }
  1038. is := []uint16{0, 1, 2, 1, 2, 3}
  1039. op := &ebiten.DrawTrianglesShaderOptions{}
  1040. op.Images[0] = src0
  1041. op.Images[1] = src1
  1042. dst.DrawTrianglesShader(vs, is, s, op)
  1043. testPixels("DrawTrianglesShader", dst)
  1044. })
  1045. }
  1046. // Issue #2186
  1047. func TestShaderVectorEqual(t *testing.T) {
  1048. const w, h = 16, 16
  1049. dst := ebiten.NewImage(w, h)
  1050. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1051. package main
  1052. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1053. a := vec3(1)
  1054. b := vec3(1)
  1055. if a == b {
  1056. return vec4(1, 0, 0, 1)
  1057. } else {
  1058. return vec4(0, 1, 0, 1)
  1059. }
  1060. }
  1061. `))
  1062. if err != nil {
  1063. t.Fatal(err)
  1064. }
  1065. dst.DrawRectShader(w, h, s, nil)
  1066. for j := 0; j < h; j++ {
  1067. for i := 0; i < w; i++ {
  1068. got := dst.At(i, j).(color.RGBA)
  1069. want := color.RGBA{R: 0xff, A: 0xff}
  1070. if !sameColors(got, want, 2) {
  1071. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1072. }
  1073. }
  1074. }
  1075. }
  1076. // Issue #1969
  1077. func TestShaderDiscard(t *testing.T) {
  1078. const w, h = 16, 16
  1079. dst := ebiten.NewImage(w, h)
  1080. dst.Fill(color.RGBA{R: 0xff, A: 0xff})
  1081. src := ebiten.NewImage(w, h)
  1082. pix := make([]byte, 4*w*h)
  1083. for j := 0; j < h; j++ {
  1084. for i := 0; i < w; i++ {
  1085. if i >= w/2 || j >= h/2 {
  1086. continue
  1087. }
  1088. pix[4*(j*w+i)+3] = 0xff
  1089. }
  1090. }
  1091. src.WritePixels(pix)
  1092. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1093. package main
  1094. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1095. p := imageSrc0At(srcPos)
  1096. if p.a == 0 {
  1097. discard()
  1098. } else {
  1099. return vec4(0, 1, 0, 1)
  1100. }
  1101. }
  1102. `))
  1103. if err != nil {
  1104. t.Fatal(err)
  1105. }
  1106. op := &ebiten.DrawRectShaderOptions{}
  1107. op.Images[0] = src
  1108. dst.DrawRectShader(w, h, s, op)
  1109. for j := 0; j < h; j++ {
  1110. for i := 0; i < w; i++ {
  1111. got := dst.At(i, j).(color.RGBA)
  1112. want := color.RGBA{G: 0xff, A: 0xff}
  1113. if i >= w/2 || j >= h/2 {
  1114. want = color.RGBA{R: 0xff, A: 0xff}
  1115. }
  1116. if !sameColors(got, want, 2) {
  1117. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1118. }
  1119. }
  1120. }
  1121. }
  1122. // Issue #2245, #2247
  1123. func TestShaderDrawRect(t *testing.T) {
  1124. const (
  1125. dstW = 16
  1126. dstH = 16
  1127. srcW = 8
  1128. srcH = 8
  1129. )
  1130. dst := ebiten.NewImage(dstW, dstH)
  1131. src := ebiten.NewImage(srcW, srcH)
  1132. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1133. package main
  1134. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1135. // Adjust srcPos into [0, 1].
  1136. srcPos -= imageSrc0Origin()
  1137. srcPos /= imageSrc0Size()
  1138. if srcPos.x >= 0.5 && srcPos.y >= 0.5 {
  1139. return vec4(1, 0, 0, 1)
  1140. }
  1141. return vec4(0, 1, 0, 1)
  1142. }
  1143. `))
  1144. if err != nil {
  1145. t.Fatal(err)
  1146. }
  1147. const (
  1148. offsetX = (dstW - srcW) / 2
  1149. offsetY = (dstH - srcH) / 2
  1150. )
  1151. op := &ebiten.DrawRectShaderOptions{}
  1152. op.GeoM.Translate(offsetX, offsetY)
  1153. op.Images[0] = src
  1154. dst.DrawRectShader(srcW, srcH, s, op)
  1155. for j := 0; j < dstH; j++ {
  1156. for i := 0; i < dstW; i++ {
  1157. got := dst.At(i, j).(color.RGBA)
  1158. var want color.RGBA
  1159. if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
  1160. if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
  1161. want = color.RGBA{R: 0xff, A: 0xff}
  1162. } else {
  1163. want = color.RGBA{G: 0xff, A: 0xff}
  1164. }
  1165. }
  1166. if got != want {
  1167. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1168. }
  1169. }
  1170. }
  1171. }
  1172. func TestShaderDrawRectColorScale(t *testing.T) {
  1173. const w, h = 16, 16
  1174. dst := ebiten.NewImage(w, h)
  1175. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1176. package main
  1177. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1178. return color
  1179. }
  1180. `))
  1181. if err != nil {
  1182. t.Fatal(err)
  1183. }
  1184. op := &ebiten.DrawRectShaderOptions{}
  1185. op.ColorScale.SetR(4.0 / 8.0)
  1186. op.ColorScale.SetG(5.0 / 8.0)
  1187. op.ColorScale.SetB(6.0 / 8.0)
  1188. op.ColorScale.SetA(7.0 / 8.0)
  1189. op.ColorScale.ScaleWithColor(color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff})
  1190. dst.DrawRectShader(w, h, s, op)
  1191. for j := 0; j < h; j++ {
  1192. for i := 0; i < w; i++ {
  1193. got := dst.At(i, j).(color.RGBA)
  1194. want := color.RGBA{R: 0x20, G: 0x50, B: 0x90, A: 0xe0}
  1195. if !sameColors(got, want, 1) {
  1196. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1197. }
  1198. }
  1199. }
  1200. }
  1201. func TestShaderUniformInt(t *testing.T) {
  1202. const ints = `//kage:unit pixels
  1203. package main
  1204. var U0 int
  1205. var U1 int
  1206. var U2 int
  1207. var U3 int
  1208. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1209. return vec4(float(U0)/255.0, float(U1)/255.0, float(U2)/255.0, float(U3)/255.0)
  1210. }
  1211. `
  1212. const intArray = `//kage:unit pixels
  1213. package main
  1214. var U [4]int
  1215. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1216. return vec4(float(U[0])/255.0, float(U[1])/255.0, float(U[2])/255.0, float(U[3])/255.0)
  1217. }
  1218. `
  1219. const intVec = `//kage:unit pixels
  1220. package main
  1221. var U0 ivec4
  1222. var U1 [2]ivec3
  1223. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1224. return vec4(float(U0.x)/255.0, float(U0.y)/255.0, float(U1[0].z)/255.0, float(U1[1].x)/255.0)
  1225. }
  1226. `
  1227. testCases := []struct {
  1228. Name string
  1229. Uniforms map[string]any
  1230. Shader string
  1231. Want color.RGBA
  1232. }{
  1233. {
  1234. Name: "0xff",
  1235. Uniforms: map[string]any{
  1236. "U0": 0xff,
  1237. "U1": 0xff,
  1238. "U2": 0xff,
  1239. "U3": 0xff,
  1240. },
  1241. Shader: ints,
  1242. Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
  1243. },
  1244. {
  1245. Name: "int",
  1246. Uniforms: map[string]any{
  1247. "U0": int8(0x24),
  1248. "U1": int16(0x3f),
  1249. "U2": int32(0x6a),
  1250. "U3": int64(0x88),
  1251. },
  1252. Shader: ints,
  1253. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
  1254. },
  1255. {
  1256. Name: "uint",
  1257. Uniforms: map[string]any{
  1258. "U0": uint8(0x85),
  1259. "U1": uint16(0xa3),
  1260. "U2": uint32(0x08),
  1261. "U3": uint64(0xd3),
  1262. },
  1263. Shader: ints,
  1264. Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
  1265. },
  1266. {
  1267. Name: "0xff,slice",
  1268. Uniforms: map[string]any{
  1269. "U": []int{0xff, 0xff, 0xff, 0xff},
  1270. },
  1271. Shader: intArray,
  1272. Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
  1273. },
  1274. {
  1275. Name: "int,slice",
  1276. Uniforms: map[string]any{
  1277. "U": []int16{0x24, 0x3f, 0x6a, 0x88},
  1278. },
  1279. Shader: intArray,
  1280. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
  1281. },
  1282. {
  1283. Name: "uint,slice",
  1284. Uniforms: map[string]any{
  1285. "U": []uint8{0x85, 0xa3, 0x08, 0xd3},
  1286. },
  1287. Shader: intArray,
  1288. Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
  1289. },
  1290. {
  1291. Name: "0xff,array",
  1292. Uniforms: map[string]any{
  1293. "U": [...]int{0xff, 0xff, 0xff, 0xff},
  1294. },
  1295. Shader: intArray,
  1296. Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
  1297. },
  1298. {
  1299. Name: "int,array",
  1300. Uniforms: map[string]any{
  1301. "U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
  1302. },
  1303. Shader: intArray,
  1304. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
  1305. },
  1306. {
  1307. Name: "uint,array",
  1308. Uniforms: map[string]any{
  1309. "U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
  1310. },
  1311. Shader: intArray,
  1312. Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
  1313. },
  1314. {
  1315. Name: "0xff,array",
  1316. Uniforms: map[string]any{
  1317. "U": [...]int{0xff, 0xff, 0xff, 0xff},
  1318. },
  1319. Shader: intArray,
  1320. Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
  1321. },
  1322. {
  1323. Name: "int,array",
  1324. Uniforms: map[string]any{
  1325. "U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
  1326. },
  1327. Shader: intArray,
  1328. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
  1329. },
  1330. {
  1331. Name: "uint,array",
  1332. Uniforms: map[string]any{
  1333. "U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
  1334. },
  1335. Shader: intArray,
  1336. Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
  1337. },
  1338. {
  1339. Name: "0xff,ivec",
  1340. Uniforms: map[string]any{
  1341. "U0": [...]int{0xff, 0xff, 0xff, 0xff},
  1342. "U1": [...]int{0xff, 0xff, 0xff, 0xff, 0xff, 0xff},
  1343. },
  1344. Shader: intVec,
  1345. Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
  1346. },
  1347. {
  1348. Name: "int,ivec",
  1349. Uniforms: map[string]any{
  1350. "U0": [...]int16{0x24, 0x3f, 0x6a, 0x88},
  1351. "U1": [...]int16{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
  1352. },
  1353. Shader: intVec,
  1354. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
  1355. },
  1356. {
  1357. Name: "uint,ivec",
  1358. Uniforms: map[string]any{
  1359. "U0": [...]uint8{0x24, 0x3f, 0x6a, 0x88},
  1360. "U1": [...]uint8{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
  1361. },
  1362. Shader: intVec,
  1363. Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
  1364. },
  1365. }
  1366. for _, tc := range testCases {
  1367. tc := tc
  1368. t.Run(tc.Name, func(t *testing.T) {
  1369. const w, h = 1, 1
  1370. dst := ebiten.NewImage(w, h)
  1371. defer dst.Deallocate()
  1372. s, err := ebiten.NewShader([]byte(tc.Shader))
  1373. if err != nil {
  1374. t.Fatal(err)
  1375. }
  1376. defer s.Deallocate()
  1377. op := &ebiten.DrawRectShaderOptions{}
  1378. op.Uniforms = tc.Uniforms
  1379. dst.DrawRectShader(w, h, s, op)
  1380. if got, want := dst.At(0, 0).(color.RGBA), tc.Want; !sameColors(got, want, 1) {
  1381. t.Errorf("got: %v, want: %v", got, want)
  1382. }
  1383. })
  1384. }
  1385. }
  1386. // Issue #2463
  1387. func TestShaderUniformVec3Array(t *testing.T) {
  1388. const shader = `//kage:unit pixels
  1389. package main
  1390. var U [4]vec3
  1391. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1392. return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0)
  1393. }
  1394. `
  1395. const w, h = 1, 1
  1396. dst := ebiten.NewImage(w, h)
  1397. defer dst.Deallocate()
  1398. s, err := ebiten.NewShader([]byte(shader))
  1399. if err != nil {
  1400. t.Fatal(err)
  1401. }
  1402. defer s.Deallocate()
  1403. op := &ebiten.DrawRectShaderOptions{}
  1404. op.Uniforms = map[string]any{
  1405. "U": []float32{
  1406. 0x24, 0x3f, 0x6a,
  1407. 0x88, 0x85, 0xa3,
  1408. 0x08, 0xd3, 0x13,
  1409. 0x19, 0x8a, 0x2e,
  1410. },
  1411. }
  1412. dst.DrawRectShader(w, h, s, op)
  1413. if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{R: 0x24, G: 0x85, B: 0x13, A: 0x19}); !sameColors(got, want, 1) {
  1414. t.Errorf("got: %v, want: %v", got, want)
  1415. }
  1416. }
  1417. func TestShaderIVecMod(t *testing.T) {
  1418. cases := []struct {
  1419. source string
  1420. want color.RGBA
  1421. }{
  1422. {
  1423. source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
  1424. return vec4(a)/255`,
  1425. want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
  1426. },
  1427. {
  1428. source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
  1429. a %= 0x85
  1430. return vec4(a)/255`,
  1431. want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
  1432. },
  1433. {
  1434. source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
  1435. a %= ivec4(0x85, 0xa3, 0x08, 0xd3)
  1436. return vec4(a)/255`,
  1437. want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
  1438. },
  1439. {
  1440. source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
  1441. b := a % 0x85
  1442. return vec4(b)/255`,
  1443. want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
  1444. },
  1445. {
  1446. source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
  1447. b := a % ivec4(0x85, 0xa3, 0x08, 0xd3)
  1448. return vec4(b)/255`,
  1449. want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
  1450. },
  1451. }
  1452. for _, tc := range cases {
  1453. shader := fmt.Sprintf(`//kage:unit pixels
  1454. package main
  1455. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1456. %s
  1457. }
  1458. `, tc.source)
  1459. const w, h = 1, 1
  1460. dst := ebiten.NewImage(w, h)
  1461. defer dst.Deallocate()
  1462. s, err := ebiten.NewShader([]byte(shader))
  1463. if err != nil {
  1464. t.Fatal(err)
  1465. }
  1466. defer s.Deallocate()
  1467. op := &ebiten.DrawRectShaderOptions{}
  1468. dst.DrawRectShader(w, h, s, op)
  1469. if got, want := dst.At(0, 0).(color.RGBA), tc.want; !sameColors(got, want, 1) {
  1470. t.Errorf("%s: got: %v, want: %v", tc.source, got, want)
  1471. }
  1472. }
  1473. }
  1474. func TestShaderTexelAndPixel(t *testing.T) {
  1475. const dstW, dstH = 13, 17
  1476. const srcW, srcH = 19, 23
  1477. dstTexel := ebiten.NewImage(dstW, dstH)
  1478. dstPixel := ebiten.NewImage(dstW, dstH)
  1479. src := ebiten.NewImage(srcW, srcH)
  1480. shaderTexel, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit texels
  1481. package main
  1482. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1483. pos := (srcPos - imageSrc0Origin()) / imageSrc0Size()
  1484. pos *= vec2(%d, %d)
  1485. pos /= 255
  1486. return vec4(pos.x, pos.y, 0, 1)
  1487. }
  1488. `, srcW, srcH)))
  1489. if err != nil {
  1490. t.Fatal(err)
  1491. }
  1492. shaderPixel, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1493. package main
  1494. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1495. pos := srcPos - imageSrc0Origin()
  1496. pos /= 255
  1497. return vec4(pos.x, pos.y, 0, 1)
  1498. }
  1499. `))
  1500. if err != nil {
  1501. t.Fatal(err)
  1502. }
  1503. op := &ebiten.DrawRectShaderOptions{}
  1504. op.Images[0] = src
  1505. dstTexel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderTexel, op)
  1506. dstPixel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderPixel, op)
  1507. for j := 0; j < dstH; j++ {
  1508. for i := 0; i < dstW; i++ {
  1509. c0 := dstTexel.At(i, j).(color.RGBA)
  1510. c1 := dstPixel.At(i, j).(color.RGBA)
  1511. if !sameColors(c0, c1, 1) {
  1512. t.Errorf("dstTexel.At(%d, %d) %v != dstPixel.At(%d, %d) %v", i, j, c0, i, j, c1)
  1513. }
  1514. }
  1515. }
  1516. }
  1517. func TestShaderDifferentTextureSizes(t *testing.T) {
  1518. src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{
  1519. Unmanaged: true,
  1520. }).SubImage(image.Rect(4, 1025, 6, 1028)).(*ebiten.Image)
  1521. defer src0.Deallocate()
  1522. src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{
  1523. Unmanaged: true,
  1524. }).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image)
  1525. defer src1.Deallocate()
  1526. src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
  1527. src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff})
  1528. for _, unit := range []string{"texels", "pixels"} {
  1529. unit := unit
  1530. t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) {
  1531. shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
  1532. package main
  1533. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1534. return imageSrc0At(srcPos) + imageSrc1At(srcPos)
  1535. }
  1536. `, unit)))
  1537. if err != nil {
  1538. t.Fatal(err)
  1539. }
  1540. defer shader.Deallocate()
  1541. dst := ebiten.NewImage(2, 3)
  1542. defer dst.Deallocate()
  1543. op := &ebiten.DrawRectShaderOptions{}
  1544. op.Images[0] = src0
  1545. op.Images[1] = src1
  1546. dst.DrawRectShader(2, 3, shader, op)
  1547. for j := 0; j < 3; j++ {
  1548. for i := 0; i < 2; i++ {
  1549. got := dst.At(i, j).(color.RGBA)
  1550. want := color.RGBA{0x40, 0x40, 0x40, 0xff}
  1551. if !sameColors(got, want, 1) {
  1552. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1553. }
  1554. }
  1555. }
  1556. })
  1557. }
  1558. }
  1559. func TestShaderIVec(t *testing.T) {
  1560. const w, h = 16, 16
  1561. dst := ebiten.NewImage(w, h)
  1562. src := ebiten.NewImage(w, h)
  1563. pix := make([]byte, 4*w*h)
  1564. for j := 0; j < h; j++ {
  1565. for i := 0; i < w; i++ {
  1566. pix[4*(j*w+i)] = byte(i)
  1567. pix[4*(j*w+i)+1] = byte(j)
  1568. pix[4*(j*w+i)+3] = 0xff
  1569. }
  1570. }
  1571. src.WritePixels(pix)
  1572. // Test that ivec2 can take any float values that can be casted to integers.
  1573. // This seems the common behavior in shading languages like GLSL, Metal, and HLSL.
  1574. shader, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1575. package main
  1576. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1577. pos := ivec2(3, 4)
  1578. return imageSrc0At(vec2(pos) + imageSrc0Origin())
  1579. }
  1580. `))
  1581. if err != nil {
  1582. t.Fatal(err)
  1583. }
  1584. op := &ebiten.DrawRectShaderOptions{}
  1585. op.Images[0] = src
  1586. dst.DrawRectShader(w, h, shader, op)
  1587. got := dst.At(0, 0).(color.RGBA)
  1588. want := color.RGBA{3, 4, 0, 0xff}
  1589. if got != want {
  1590. t.Errorf("got: %v, want: %v", got, want)
  1591. }
  1592. }
  1593. func TestShaderUniformSizes(t *testing.T) {
  1594. const w, h = 16, 16
  1595. dst := ebiten.NewImage(w, h)
  1596. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1597. package main
  1598. var U vec4
  1599. var V [3]float
  1600. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1601. return vec4(0)
  1602. }
  1603. `))
  1604. if err != nil {
  1605. t.Fatal(err)
  1606. }
  1607. tests := []struct {
  1608. uniforms map[string]any
  1609. err bool
  1610. }{
  1611. {
  1612. uniforms: nil,
  1613. err: false,
  1614. },
  1615. {
  1616. uniforms: map[string]any{
  1617. "U": 1,
  1618. },
  1619. err: true,
  1620. },
  1621. {
  1622. uniforms: map[string]any{
  1623. "U": "1",
  1624. },
  1625. err: true,
  1626. },
  1627. {
  1628. uniforms: map[string]any{
  1629. "U": []int32{1, 2, 3},
  1630. },
  1631. err: true,
  1632. },
  1633. {
  1634. uniforms: map[string]any{
  1635. "U": []int32{1, 2, 3, 4},
  1636. },
  1637. err: false,
  1638. },
  1639. {
  1640. uniforms: map[string]any{
  1641. "U": []int32{1, 2, 3, 4, 5},
  1642. },
  1643. err: true,
  1644. },
  1645. {
  1646. uniforms: map[string]any{
  1647. "V": 1,
  1648. },
  1649. err: true,
  1650. },
  1651. {
  1652. uniforms: map[string]any{
  1653. "V": "1",
  1654. },
  1655. err: true,
  1656. },
  1657. {
  1658. uniforms: map[string]any{
  1659. "V": []int32{1, 2},
  1660. },
  1661. err: true,
  1662. },
  1663. {
  1664. uniforms: map[string]any{
  1665. "V": []int32{1, 2, 3},
  1666. },
  1667. err: false,
  1668. },
  1669. {
  1670. uniforms: map[string]any{
  1671. "V": []int32{1, 2, 3, 4},
  1672. },
  1673. err: true,
  1674. },
  1675. }
  1676. for _, tc := range tests {
  1677. tc := tc
  1678. t.Run(fmt.Sprintf("%v", tc.uniforms), func(t *testing.T) {
  1679. defer func() {
  1680. r := recover()
  1681. if r != nil && !tc.err {
  1682. t.Errorf("DrawRectShader must not panic but did")
  1683. } else if r == nil && tc.err {
  1684. t.Errorf("DrawRectShader must panic but does not")
  1685. }
  1686. }()
  1687. op := &ebiten.DrawRectShaderOptions{}
  1688. op.Uniforms = tc.uniforms
  1689. dst.DrawRectShader(w, h, s, op)
  1690. })
  1691. }
  1692. }
  1693. // Issue #2709
  1694. func TestShaderUniformDefaultValue(t *testing.T) {
  1695. const w, h = 16, 16
  1696. dst := ebiten.NewImage(w, h)
  1697. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1698. package main
  1699. var U vec4
  1700. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1701. return U
  1702. }
  1703. `))
  1704. if err != nil {
  1705. t.Fatal(err)
  1706. }
  1707. // Draw with a uniform variable value.
  1708. op := &ebiten.DrawRectShaderOptions{}
  1709. op.Uniforms = map[string]any{
  1710. "U": [...]float32{1, 1, 1, 1},
  1711. }
  1712. dst.DrawRectShader(w, h, s, op)
  1713. for j := 0; j < h; j++ {
  1714. for i := 0; i < w; i++ {
  1715. got := dst.At(i, j).(color.RGBA)
  1716. want := color.RGBA{0xff, 0xff, 0xff, 0xff}
  1717. if got != want {
  1718. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1719. }
  1720. }
  1721. }
  1722. // Draw without a uniform variable value. In this case, the uniform variable value should be 0.
  1723. dst.Clear()
  1724. op.Uniforms = nil
  1725. dst.DrawRectShader(w, h, s, op)
  1726. for j := 0; j < h; j++ {
  1727. for i := 0; i < w; i++ {
  1728. got := dst.At(i, j).(color.RGBA)
  1729. want := color.RGBA{0, 0, 0, 0}
  1730. if got != want {
  1731. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1732. }
  1733. }
  1734. }
  1735. }
  1736. // Issue #2166
  1737. func TestShaderDrawRectWithoutSource(t *testing.T) {
  1738. const (
  1739. dstW = 16
  1740. dstH = 16
  1741. srcW = 8
  1742. srcH = 8
  1743. )
  1744. src := ebiten.NewImage(srcW, srcH)
  1745. for _, unit := range []string{"pixels", "texels"} {
  1746. s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
  1747. package main
  1748. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1749. t := srcPos
  1750. size := imageSrc0Size()
  1751. // If the unit is texels and no source images are specified, size is always 0.
  1752. if size == vec2(0) {
  1753. // Even in this case, t is in pixels (0, 0) to (8, 8).
  1754. if t.x >= 4 && t.y >= 4 {
  1755. return vec4(1, 0, 1, 1)
  1756. }
  1757. return vec4(0, 1, 1, 1)
  1758. }
  1759. // Adjust srcPos into [0, 1].
  1760. t -= imageSrc0Origin()
  1761. if size != vec2(0) {
  1762. t /= size
  1763. }
  1764. if t.x >= 0.5 && t.y >= 0.5 {
  1765. return vec4(1, 0, 0, 1)
  1766. }
  1767. return vec4(0, 1, 0, 1)
  1768. }
  1769. `, unit)))
  1770. if err != nil {
  1771. t.Fatal(err)
  1772. }
  1773. for _, withSrc := range []bool{false, true} {
  1774. withSrc := withSrc
  1775. title := "WithSrc,unit=" + unit
  1776. if !withSrc {
  1777. title = "WithoutSrc,unit=" + unit
  1778. }
  1779. t.Run(title, func(t *testing.T) {
  1780. dst := ebiten.NewImage(dstW, dstH)
  1781. const (
  1782. offsetX = (dstW - srcW) / 2
  1783. offsetY = (dstH - srcH) / 2
  1784. )
  1785. op := &ebiten.DrawRectShaderOptions{}
  1786. op.GeoM.Translate(offsetX, offsetY)
  1787. if withSrc {
  1788. op.Images[0] = src
  1789. }
  1790. dst.DrawRectShader(srcW, srcH, s, op)
  1791. for j := 0; j < dstH; j++ {
  1792. for i := 0; i < dstW; i++ {
  1793. got := dst.At(i, j).(color.RGBA)
  1794. var want color.RGBA
  1795. if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
  1796. var blue byte
  1797. if !withSrc && unit == "texels" {
  1798. blue = 0xff
  1799. }
  1800. if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
  1801. want = color.RGBA{0xff, 0, blue, 0xff}
  1802. } else {
  1803. want = color.RGBA{0, 0xff, blue, 0xff}
  1804. }
  1805. }
  1806. if got != want {
  1807. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1808. }
  1809. }
  1810. }
  1811. })
  1812. }
  1813. }
  1814. }
  1815. // Issue #2719
  1816. func TestShaderMatrixDivFloat(t *testing.T) {
  1817. const w, h = 16, 16
  1818. src := ebiten.NewImage(w, h)
  1819. src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
  1820. dst := ebiten.NewImage(w, h)
  1821. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1822. package main
  1823. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1824. var x = 2.0
  1825. return mat4(3) / x * imageSrc0At(srcPos);
  1826. }
  1827. `))
  1828. if err != nil {
  1829. t.Fatal(err)
  1830. }
  1831. op := &ebiten.DrawRectShaderOptions{}
  1832. op.Images[0] = src
  1833. dst.DrawRectShader(w, h, s, op)
  1834. for j := 0; j < h; j++ {
  1835. for i := 0; i < w; i++ {
  1836. got := dst.At(i, j).(color.RGBA)
  1837. want := color.RGBA{R: 0x18, G: 0x30, B: 0x48, A: 0xff}
  1838. if !sameColors(got, want, 2) {
  1839. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1840. }
  1841. }
  1842. }
  1843. }
  1844. func TestShaderDifferentSourceSizes(t *testing.T) {
  1845. src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{
  1846. Unmanaged: true,
  1847. }).SubImage(image.Rect(4, 1025, 7, 1029)).(*ebiten.Image) // 3x4
  1848. defer src0.Deallocate()
  1849. src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{
  1850. Unmanaged: true,
  1851. }).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image) // 2x3
  1852. defer src1.Deallocate()
  1853. src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
  1854. src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff})
  1855. for _, unit := range []string{"texels", "pixels"} {
  1856. unit := unit
  1857. t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) {
  1858. if unit == "texels" {
  1859. defer func() {
  1860. if r := recover(); r == nil {
  1861. t.Errorf("DrawTrianglesShader must panic with different sizes but not (unit=%s)", unit)
  1862. }
  1863. }()
  1864. }
  1865. shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
  1866. package main
  1867. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1868. return imageSrc0At(srcPos) + imageSrc1At(srcPos)
  1869. }
  1870. `, unit)))
  1871. if err != nil {
  1872. t.Fatal(err)
  1873. }
  1874. defer shader.Deallocate()
  1875. dst := ebiten.NewImage(3, 4)
  1876. defer dst.Deallocate()
  1877. op := &ebiten.DrawTrianglesShaderOptions{}
  1878. op.Images[0] = src0
  1879. op.Images[1] = src1
  1880. vs := []ebiten.Vertex{
  1881. {
  1882. DstX: 0,
  1883. DstY: 0,
  1884. SrcX: 4,
  1885. SrcY: 1025,
  1886. ColorR: 1,
  1887. ColorG: 1,
  1888. ColorB: 1,
  1889. ColorA: 1,
  1890. },
  1891. {
  1892. DstX: 3,
  1893. DstY: 0,
  1894. SrcX: 7,
  1895. SrcY: 1025,
  1896. ColorR: 1,
  1897. ColorG: 1,
  1898. ColorB: 1,
  1899. ColorA: 1,
  1900. },
  1901. {
  1902. DstX: 0,
  1903. DstY: 4,
  1904. SrcX: 4,
  1905. SrcY: 1029,
  1906. ColorR: 1,
  1907. ColorG: 1,
  1908. ColorB: 1,
  1909. ColorA: 1,
  1910. },
  1911. {
  1912. DstX: 3,
  1913. DstY: 4,
  1914. SrcX: 7,
  1915. SrcY: 1029,
  1916. ColorR: 1,
  1917. ColorG: 1,
  1918. ColorB: 1,
  1919. ColorA: 1,
  1920. },
  1921. }
  1922. is := []uint16{0, 1, 2, 1, 2, 3}
  1923. dst.DrawTrianglesShader(vs, is, shader, op)
  1924. if unit == "texel" {
  1925. t.Fatal("not reached")
  1926. }
  1927. for j := 0; j < 4; j++ {
  1928. for i := 0; i < 3; i++ {
  1929. got := dst.At(i, j).(color.RGBA)
  1930. var want color.RGBA
  1931. if i < 2 && j < 3 {
  1932. want = color.RGBA{0x40, 0x40, 0x40, 0xff}
  1933. } else {
  1934. want = color.RGBA{0x10, 0x20, 0x30, 0xff}
  1935. }
  1936. if !sameColors(got, want, 1) {
  1937. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1938. }
  1939. }
  1940. }
  1941. })
  1942. }
  1943. }
  1944. // Issue #2752
  1945. func TestShaderBitwiseOperator(t *testing.T) {
  1946. const w, h = 16, 16
  1947. src := ebiten.NewImage(w, h)
  1948. src.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0xff})
  1949. for _, assign := range []bool{false, true} {
  1950. assign := assign
  1951. name := "op"
  1952. if assign {
  1953. name = "op+assign"
  1954. }
  1955. t.Run(name, func(t *testing.T) {
  1956. var code string
  1957. if assign {
  1958. code = ` v.rgb &= 0x5a
  1959. v.rgb |= 0x30
  1960. v.rgb ^= 0x8d`
  1961. } else {
  1962. code = ` v.rgb = v.rgb & 0x5a
  1963. v.rgb = v.rgb | 0x30
  1964. v.rgb = v.rgb ^ 0x8d`
  1965. }
  1966. s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels
  1967. package main
  1968. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1969. v := ivec4(imageSrc0At(srcPos) * 0xff)
  1970. %s
  1971. return vec4(v) / 0xff;
  1972. }
  1973. `, code)))
  1974. if err != nil {
  1975. t.Fatal(err)
  1976. }
  1977. dst := ebiten.NewImage(w, h)
  1978. op := &ebiten.DrawRectShaderOptions{}
  1979. op.Images[0] = src
  1980. dst.DrawRectShader(w, h, s, op)
  1981. for j := 0; j < h; j++ {
  1982. for i := 0; i < w; i++ {
  1983. got := dst.At(i, j).(color.RGBA)
  1984. want := color.RGBA{R: 0xbd, G: 0xb7, B: 0xf7, A: 0xff}
  1985. if !sameColors(got, want, 2) {
  1986. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  1987. }
  1988. }
  1989. }
  1990. })
  1991. }
  1992. }
  1993. func TestShaderDispose(t *testing.T) {
  1994. const w, h = 16, 16
  1995. dst := ebiten.NewImage(w, h)
  1996. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  1997. package main
  1998. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  1999. return vec4(1, 0, 0, 1)
  2000. }
  2001. `))
  2002. if err != nil {
  2003. t.Fatal(err)
  2004. }
  2005. dst.DrawRectShader(w/2, h/2, s, nil)
  2006. for j := 0; j < h; j++ {
  2007. for i := 0; i < w; i++ {
  2008. got := dst.At(i, j).(color.RGBA)
  2009. var want color.RGBA
  2010. if i < w/2 && j < h/2 {
  2011. want = color.RGBA{R: 0xff, A: 0xff}
  2012. }
  2013. if got != want {
  2014. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2015. }
  2016. }
  2017. }
  2018. s.Dispose()
  2019. dst.Clear()
  2020. defer func() {
  2021. if e := recover(); e == nil {
  2022. panic("DrawRectShader with a disposed shader must panic but not")
  2023. }
  2024. }()
  2025. dst.DrawRectShader(w/2, h/2, s, nil)
  2026. }
  2027. func TestShaderDeallocate(t *testing.T) {
  2028. const w, h = 16, 16
  2029. dst := ebiten.NewImage(w, h)
  2030. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2031. package main
  2032. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2033. return vec4(1, 0, 0, 1)
  2034. }
  2035. `))
  2036. if err != nil {
  2037. t.Fatal(err)
  2038. }
  2039. dst.DrawRectShader(w/2, h/2, s, nil)
  2040. for j := 0; j < h; j++ {
  2041. for i := 0; i < w; i++ {
  2042. got := dst.At(i, j).(color.RGBA)
  2043. var want color.RGBA
  2044. if i < w/2 && j < h/2 {
  2045. want = color.RGBA{R: 0xff, A: 0xff}
  2046. }
  2047. if got != want {
  2048. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2049. }
  2050. }
  2051. }
  2052. // Even after Deallocate is called, the shader is still available.
  2053. s.Deallocate()
  2054. dst.Clear()
  2055. dst.DrawRectShader(w/2, h/2, s, nil)
  2056. for j := 0; j < h; j++ {
  2057. for i := 0; i < w; i++ {
  2058. got := dst.At(i, j).(color.RGBA)
  2059. var want color.RGBA
  2060. if i < w/2 && j < h/2 {
  2061. want = color.RGBA{R: 0xff, A: 0xff}
  2062. }
  2063. if got != want {
  2064. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2065. }
  2066. }
  2067. }
  2068. }
  2069. // Issue #2923
  2070. func TestShaderReturnArray(t *testing.T) {
  2071. const w, h = 16, 16
  2072. dst := ebiten.NewImage(w, h)
  2073. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2074. package main
  2075. func foo() [4]float {
  2076. return [4]float{0.25, 0.5, 0.75, 1}
  2077. }
  2078. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2079. a := foo()
  2080. return vec4(a[0], a[1], a[2], a[3])
  2081. }
  2082. `))
  2083. if err != nil {
  2084. t.Fatal(err)
  2085. }
  2086. dst.DrawRectShader(w, h, s, nil)
  2087. for j := 0; j < h; j++ {
  2088. for i := 0; i < w; i++ {
  2089. got := dst.At(i, j).(color.RGBA)
  2090. want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff}
  2091. if !sameColors(got, want, 2) {
  2092. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2093. }
  2094. }
  2095. }
  2096. }
  2097. // Issue #2798
  2098. func TestShaderInvalidPremultipliedAlphaColor(t *testing.T) {
  2099. // This test checks the rendering result when the shader returns an invalid premultiplied alpha color.
  2100. // The result values are kept and not clamped.
  2101. const w, h = 16, 16
  2102. dst := ebiten.NewImage(w, h)
  2103. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2104. package main
  2105. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2106. return vec4(1, 0.75, 0.5, 0.25)
  2107. }
  2108. `))
  2109. if err != nil {
  2110. t.Fatal(err)
  2111. }
  2112. dst.DrawRectShader(w, h, s, nil)
  2113. for j := 0; j < h; j++ {
  2114. for i := 0; i < w; i++ {
  2115. got := dst.At(i, j).(color.RGBA)
  2116. want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0x40}
  2117. if !sameColors(got, want, 2) {
  2118. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2119. }
  2120. }
  2121. }
  2122. dst.Clear()
  2123. s, err = ebiten.NewShader([]byte(`//kage:unit pixels
  2124. package main
  2125. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2126. return vec4(1, 0.75, 0.5, 0)
  2127. }
  2128. `))
  2129. if err != nil {
  2130. t.Fatal(err)
  2131. }
  2132. dst.DrawRectShader(w, h, s, nil)
  2133. for j := 0; j < h; j++ {
  2134. for i := 0; i < w; i++ {
  2135. got := dst.At(i, j).(color.RGBA)
  2136. want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0}
  2137. if !sameColors(got, want, 2) {
  2138. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2139. }
  2140. }
  2141. }
  2142. }
  2143. // Issue #2933
  2144. func TestShaderIncDecStmt(t *testing.T) {
  2145. const w, h = 16, 16
  2146. dst := ebiten.NewImage(w, h)
  2147. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2148. package main
  2149. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2150. a := 0
  2151. a++
  2152. b := -0.5
  2153. b++
  2154. c := ivec2(0)
  2155. c++
  2156. d := vec2(-0.25)
  2157. d++
  2158. return vec4(float(a), b, float(c.x), d.y)
  2159. }
  2160. `))
  2161. if err != nil {
  2162. t.Fatal(err)
  2163. }
  2164. dst.DrawRectShader(w, h, s, nil)
  2165. for j := 0; j < h; j++ {
  2166. for i := 0; i < w; i++ {
  2167. got := dst.At(i, j).(color.RGBA)
  2168. want := color.RGBA{R: 0xff, G: 0x80, B: 0xff, A: 0xc0}
  2169. if !sameColors(got, want, 2) {
  2170. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2171. }
  2172. }
  2173. }
  2174. dst.Clear()
  2175. s, err = ebiten.NewShader([]byte(`//kage:unit pixels
  2176. package main
  2177. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2178. a := 1
  2179. a--
  2180. b := 1.5
  2181. b--
  2182. c := ivec2(1)
  2183. c--
  2184. d := vec2(1.25)
  2185. d--
  2186. return vec4(float(a), b, float(c.x), d.y)
  2187. }
  2188. `))
  2189. if err != nil {
  2190. t.Fatal(err)
  2191. }
  2192. dst.DrawRectShader(w, h, s, nil)
  2193. for j := 0; j < h; j++ {
  2194. for i := 0; i < w; i++ {
  2195. got := dst.At(i, j).(color.RGBA)
  2196. want := color.RGBA{R: 0x00, G: 0x80, B: 0x00, A: 0x40}
  2197. if !sameColors(got, want, 2) {
  2198. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2199. }
  2200. }
  2201. }
  2202. }
  2203. // Issue #2934
  2204. func TestShaderAssignConst(t *testing.T) {
  2205. const w, h = 16, 16
  2206. dst := ebiten.NewImage(w, h)
  2207. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2208. package main
  2209. func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
  2210. a := 0.0
  2211. a = 1
  2212. b, c := 0.0, 0.0
  2213. b, c = 1, 1
  2214. d := 0.0
  2215. d += 1
  2216. return vec4(a, b, c, d)
  2217. }
  2218. `))
  2219. if err != nil {
  2220. t.Fatal(err)
  2221. }
  2222. dst.DrawRectShader(w, h, s, nil)
  2223. for j := 0; j < h; j++ {
  2224. for i := 0; i < w; i++ {
  2225. got := dst.At(i, j).(color.RGBA)
  2226. want := color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}
  2227. if !sameColors(got, want, 2) {
  2228. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2229. }
  2230. }
  2231. }
  2232. }
  2233. func TestShaderCustomValues(t *testing.T) {
  2234. const w, h = 16, 16
  2235. dst := ebiten.NewImage(w, h)
  2236. s, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2237. package main
  2238. func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
  2239. return custom
  2240. }
  2241. `))
  2242. if err != nil {
  2243. t.Fatal(err)
  2244. }
  2245. clr := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0x40}
  2246. dst.DrawTrianglesShader([]ebiten.Vertex{
  2247. {
  2248. DstX: 0,
  2249. DstY: 0,
  2250. SrcX: 0,
  2251. SrcY: 0,
  2252. ColorR: 1,
  2253. ColorG: 1,
  2254. ColorB: 1,
  2255. ColorA: 1,
  2256. Custom0: float32(clr.R) / 0xff,
  2257. Custom1: float32(clr.G) / 0xff,
  2258. Custom2: float32(clr.B) / 0xff,
  2259. Custom3: float32(clr.A) / 0xff,
  2260. },
  2261. {
  2262. DstX: w,
  2263. DstY: 0,
  2264. SrcX: w,
  2265. SrcY: 0,
  2266. ColorR: 1,
  2267. ColorG: 1,
  2268. ColorB: 1,
  2269. ColorA: 1,
  2270. Custom0: float32(clr.R) / 0xff,
  2271. Custom1: float32(clr.G) / 0xff,
  2272. Custom2: float32(clr.B) / 0xff,
  2273. Custom3: float32(clr.A) / 0xff,
  2274. },
  2275. {
  2276. DstX: 0,
  2277. DstY: h,
  2278. SrcX: 0,
  2279. SrcY: h,
  2280. ColorR: 1,
  2281. ColorG: 1,
  2282. ColorB: 1,
  2283. ColorA: 1,
  2284. Custom0: float32(clr.R) / 0xff,
  2285. Custom1: float32(clr.G) / 0xff,
  2286. Custom2: float32(clr.B) / 0xff,
  2287. Custom3: float32(clr.A) / 0xff,
  2288. },
  2289. {
  2290. DstX: w,
  2291. DstY: h,
  2292. SrcX: w,
  2293. SrcY: h,
  2294. ColorR: 1,
  2295. ColorG: 1,
  2296. ColorB: 1,
  2297. ColorA: 1,
  2298. Custom0: float32(clr.R) / 0xff,
  2299. Custom1: float32(clr.G) / 0xff,
  2300. Custom2: float32(clr.B) / 0xff,
  2301. Custom3: float32(clr.A) / 0xff,
  2302. },
  2303. }, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
  2304. for j := 0; j < h; j++ {
  2305. for i := 0; i < w; i++ {
  2306. got := dst.At(i, j).(color.RGBA)
  2307. want := clr
  2308. if !sameColors(got, want, 2) {
  2309. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2310. }
  2311. }
  2312. }
  2313. }
  2314. func TestShaderFragmentLessArguments(t *testing.T) {
  2315. const w, h = 16, 16
  2316. s0, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2317. package main
  2318. func Fragment() vec4 {
  2319. return vec4(1, 0, 0, 1)
  2320. }
  2321. `))
  2322. if err != nil {
  2323. t.Fatal(err)
  2324. }
  2325. s1, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2326. package main
  2327. func Fragment(dstPos vec4) vec4 {
  2328. return vec4(0, 1, 0, 1)
  2329. }
  2330. `))
  2331. if err != nil {
  2332. t.Fatal(err)
  2333. }
  2334. s2, err := ebiten.NewShader([]byte(`//kage:unit pixels
  2335. package main
  2336. func Fragment(dstPos vec4, srcPos vec2) vec4 {
  2337. return vec4(0, 0, 1, 1)
  2338. }
  2339. `))
  2340. if err != nil {
  2341. t.Fatal(err)
  2342. }
  2343. dst := ebiten.NewImage(w, h)
  2344. for idx, s := range []*ebiten.Shader{s0, s1, s2} {
  2345. dst.Clear()
  2346. dst.DrawTrianglesShader([]ebiten.Vertex{
  2347. {
  2348. DstX: 0,
  2349. DstY: 0,
  2350. SrcX: 0,
  2351. SrcY: 0,
  2352. ColorR: 1,
  2353. ColorG: 1,
  2354. ColorB: 1,
  2355. ColorA: 1,
  2356. },
  2357. {
  2358. DstX: w,
  2359. DstY: 0,
  2360. SrcX: w,
  2361. SrcY: 0,
  2362. ColorR: 1,
  2363. ColorG: 1,
  2364. ColorB: 1,
  2365. ColorA: 1,
  2366. },
  2367. {
  2368. DstX: 0,
  2369. DstY: h,
  2370. SrcX: 0,
  2371. SrcY: h,
  2372. ColorR: 1,
  2373. ColorG: 1,
  2374. ColorB: 1,
  2375. ColorA: 1,
  2376. },
  2377. {
  2378. DstX: w,
  2379. DstY: h,
  2380. SrcX: w,
  2381. SrcY: h,
  2382. ColorR: 1,
  2383. ColorG: 1,
  2384. ColorB: 1,
  2385. ColorA: 1,
  2386. },
  2387. }, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
  2388. for j := 0; j < h; j++ {
  2389. for i := 0; i < w; i++ {
  2390. got := dst.At(i, j).(color.RGBA)
  2391. var want color.RGBA
  2392. switch idx {
  2393. case 0:
  2394. want = color.RGBA{R: 0xff, A: 0xff}
  2395. case 1:
  2396. want = color.RGBA{G: 0xff, A: 0xff}
  2397. case 2:
  2398. want = color.RGBA{B: 0xff, A: 0xff}
  2399. }
  2400. if !sameColors(got, want, 2) {
  2401. t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
  2402. }
  2403. }
  2404. }
  2405. }
  2406. }