Files
feuerwerk/tests/core/shader-passes.test.ts
adminandClaude Opus 5.5 8118b8042b
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Successful in 17m10s
Let Texture size feed the Vertex output to scale about the middle (#409)
A scale about the picture's middle moves each corner by its distance
to the middle times (scale - 1). In pixels that distance needs the
picture's size, and Texture size was locked at the Vertex output as a
per-pixel node. So the size had to be typed in by hand and was only
right for pictures of exactly that size.

- At a corner Texture size reads the uniform uPictureSize. It holds
  the size the Vertex output counts its pixels in, the same number the
  node gives in the fragment. The offset is divided by that size again,
  so a scale comes out right for every picture and sprite size.
- A node can say what it is at a corner through emitPerCorner. The
  walker takes it there and emit everywhere else.
- Fed a Pass's picture, Texture size stays locked at the Vertex output.
  A Pass has no picture at a corner.
- 9-slice, field and camera shaders do not move corners. Their size is
  0 there and nothing changes for them.

Tests:
- Unit shader-vertex: the node compiles at a corner to uPictureSize
  and the Output still reads textureSize. shader-passes: a Pass's
  picture into Texture size at the Vertex output is refused.
- Against the old perPixel flag the new unit test fails.
- e2e 28l-iv: width * 0.5 at x moves the 32 px picture as far as the
  constant 16 did, same three colours. With the size forced to 0 on
  the GPU the check fails and the picture stands still.
- The case "Texture size is refused at a corner" left the it.each
  that lists refused nodes, so the test count stays the same.
- e2e 28 on melektaus-atx: ALL PASSED, 101 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:35:20 +02:00

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/**
* A shader's `Pass` node (#301): a cut in the graph, whose inputs are drawn into a picture of their
* own first, read by the nodes that read a picture.
*/
import { describe, expect, it } from 'vitest';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { portsCompatible } from '../../src/core/graph/Graph';
import { findAssetOf } from '../../src/core/model/Project';
import { compileShader, perCornerProblem, TOO_MANY_PASSES } from '../../src/core/shader/compile';
import {
MAX_PASSES,
ShaderAdd,
SHADER_BLUR,
SHADER_OUTPUT,
SHADER_PASS,
SHADER_SAMPLE,
SHADER_TEXTURE_ALPHA,
SHADER_TEXTURE_COLOR,
SHADER_TEXTURE_SIZE,
SHADER_VERTEX_OUTPUT,
} from '../../src/core/shader/nodes';
import { MAX_PASS_PIXELS, passPixels } from '../../src/viewport/quadPadding';
import { makeSpriteScene } from '../helpers';
function shader(outParams = {}) {
const f = makeSpriteScene();
const create = new CreateAssetCommand('shader', 'Bloom');
f.stack.execute(create);
const id = create.asset.id;
const asset = () => findAssetOf(f.project, id, 'shader')!;
const add = (type: string, params = {}) => {
const command = new AddNodeCommand(id, type, 0, 0, params);
f.stack.execute(command);
return command.node.id;
};
const link = (from: string, fromPort: string, to: string, toPort: string) =>
f.stack.execute(new ConnectCommand(id, { node: from, port: fromPort }, { node: to, port: toPort }));
/** An edge no command would lay, for what a hand-edited file may hold. */
const wire = (from: string, fromPort: string, to: string, toPort: string) =>
asset().graph.edges.push({
id: `e${asset().graph.edges.length}`,
from: { node: from, port: fromPort },
to: { node: to, port: toPort },
});
const out = add(SHADER_OUTPUT, outParams);
return { add, link, wire, out, build: () => compileShader(asset().graph) };
}
/** A Pass whose picture a Texture color hands to the Output. */
function passedOn(passParams = {}, outParams = {}) {
const s = shader(outParams);
const pass = s.add(SHADER_PASS, passParams);
const read = s.add(SHADER_TEXTURE_COLOR);
s.link(pass, 'picture', read, 'picture');
s.link(read, 'color', s.out, 'color');
return { ...s, pass, read };
}
describe('Pass (#301)', () => {
it('draws the Pass first, untinted, and the Output reads its picture through the padding', () => {
const compiled = passedOn().build().compiled!;
expect(compiled.passes).toHaveLength(1);
const [pass] = compiled.passes;
expect(pass!.fragment).toContain('const vec4 vColor = vec4(1.0);');
expect(pass!.fragment).not.toContain('in vec4 vColor;');
expect(pass!.fragment).not.toContain('uPass');
expect(compiled.fragment).toContain('in vec4 vColor;');
expect(compiled.fragment).toContain('uniform sampler2D uPass0;');
expect(compiled.fragment).toContain('uniform vec2 uPassPad;');
expect(compiled.fragment).toMatch(
/vec3 n\d+_color = straight\(texelAt\(uPass0, passUv\(vTextureCoord\)\) \* vColor\);/,
);
});
it('leaves a shader without a Pass as it was: no picture to draw, no sampler to bind', () => {
const s = shader();
s.link(s.add(SHADER_TEXTURE_COLOR), 'color', s.out, 'color');
const compiled = s.build().compiled!;
expect(compiled.passes).toEqual([]);
expect(compiled.fragment).not.toContain('uPass');
expect(compiled.fragment).not.toContain('passUv');
});
it('draws a pass before the pass that reads it, and each program declares only what it reads', () => {
const s = shader();
const first = s.add(SHADER_PASS);
const across = s.add(SHADER_BLUR, { direction: 'horizontal' });
const second = s.add(SHADER_PASS);
const down = s.add(SHADER_SAMPLE);
s.link(first, 'picture', across, 'picture');
s.link(across, 'color', second, 'color');
s.link(across, 'alpha', second, 'alpha');
s.link(second, 'picture', down, 'picture');
s.link(down, 'color', s.out, 'color');
const compiled = s.build().compiled!;
expect(compiled.passes).toHaveLength(2);
expect(compiled.passes[0]!.fragment).not.toContain('uPass');
expect(compiled.passes[1]!.fragment).toContain('uniform sampler2D uPass0;');
expect(compiled.passes[1]!.fragment).toContain(
'= blur(uPass0, passUv(vec2(vTextureCoord.x, vTextureCoord.y)),',
);
expect(compiled.fragment).toContain('uniform sampler2D uPass1;');
expect(compiled.fragment).not.toContain('uPass0');
});
it('draws a Pass two nodes read once, and one nothing reads not at all', () => {
const s = passedOn();
const alpha = s.add(SHADER_TEXTURE_ALPHA);
s.link(s.pass, 'picture', alpha, 'picture');
s.link(alpha, 'value', s.out, 'alpha');
s.add(SHADER_PASS);
expect(s.build().compiled!.passes).toHaveLength(1);
});
it('takes the size from Resolution and the edge from the Output', () => {
expect(passedOn().build().compiled!.passes[0]!.scale).toBe(1);
expect(passedOn({ resolution: 'half' }).build().compiled!.passes[0]!.scale).toBe(0.5);
expect(passedOn({ resolution: 'quarter' }).build().compiled!.passes[0]!.scale).toBe(0.25);
expect(passedOn({}, { edge: 'repeat' }).build().compiled!.passEdge).toBe('repeat');
});
it('measures the picture it is fed', () => {
const s = passedOn();
const size = s.add(SHADER_TEXTURE_SIZE);
const add = s.add(ShaderAdd.type);
s.link(s.pass, 'picture', size, 'picture');
s.link(size, 'width', add, 'a');
s.link(add, 'result', s.out, 'alpha');
expect(s.build().compiled!.fragment).toContain('(vec2(textureSize(uPass0, 0)) * uPixelScale).x');
});
it('names a ring through a picture on the Pass, and compiles nothing', () => {
const s = shader();
const pass = s.add(SHADER_PASS);
const read = s.add(SHADER_TEXTURE_COLOR);
const out = s.add(SHADER_TEXTURE_COLOR);
s.wire(pass, 'picture', read, 'picture');
s.wire(read, 'color', pass, 'color');
s.link(pass, 'picture', out, 'picture');
s.link(out, 'color', s.out, 'color');
const build = s.build();
expect(build.compiled).toBeNull();
expect(build.problems[pass]).toBe('Feeds itself');
});
it(`stops at ${MAX_PASSES} passes`, () => {
const s = shader();
let picture = '';
for (let n = 0; n <= MAX_PASSES; n++) {
const pass = s.add(SHADER_PASS);
if (picture) {
const read = s.add(SHADER_TEXTURE_COLOR);
s.link(picture, 'picture', read, 'picture');
s.link(read, 'color', pass, 'color');
}
picture = pass;
}
const last = s.add(SHADER_TEXTURE_COLOR);
s.link(picture, 'picture', last, 'picture');
s.link(last, 'color', s.out, 'color');
const build = s.build();
expect(build.compiled).toBeNull();
expect(Object.values(build.problems)).toContain(TOO_MANY_PASSES);
});
it('lets a picture go only where a picture is read', () => {
expect(portsCompatible('picture', 'picture')).toBe(true);
expect(portsCompatible('picture', 'any')).toBe(false);
expect(portsCompatible('any', 'picture')).toBe(false);
expect(portsCompatible('picture', 'vec3')).toBe(false);
const s = shader();
const pass = s.add(SHADER_PASS);
const add = s.add(ShaderAdd.type);
s.wire(pass, 'picture', add, 'a');
s.link(add, 'result', s.out, 'color');
expect(s.build().problems[add]).toBe('"a" cannot take a picture');
});
it('has no picture per corner', () => {
const s = shader();
const pass = s.add(SHADER_PASS);
const alpha = s.add(SHADER_TEXTURE_ALPHA);
const corner = s.add(SHADER_VERTEX_OUTPUT);
s.link(pass, 'picture', alpha, 'picture');
s.link(alpha, 'value', corner, 'x');
expect(s.build().problems[corner]).toBe(perCornerProblem('Pass'));
// Not even its size, though a Texture size reads the wearer's own there (#409).
const sized = shader();
const sizedPass = sized.add(SHADER_PASS);
const size = sized.add(SHADER_TEXTURE_SIZE);
const sizedCorner = sized.add(SHADER_VERTEX_OUTPUT);
sized.link(sizedPass, 'picture', size, 'picture');
sized.link(size, 'width', sizedCorner, 'x');
expect(sized.build().problems[sizedCorner]).toBe(perCornerProblem('Pass'));
});
it('sizes its picture as the wearer’s with the margin, at its resolution, within limits', () => {
expect(passPixels(16, 16, null, 1)).toEqual({ w: 16, h: 16 });
expect(passPixels(16, 8, { u: 2 / 16, v: 2 / 8 }, 1)).toEqual({ w: 20, h: 12 });
expect(passPixels(16, 8, { u: 2 / 16, v: 2 / 8 }, 0.5)).toEqual({ w: 10, h: 6 });
expect(passPixels(2, 2, null, 0.25)).toEqual({ w: 1, h: 1 });
expect(passPixels(4096, 100, null, 1)).toEqual({ w: MAX_PASS_PIXELS, h: 100 });
});
});