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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
228 lines
8.1 KiB
Plaintext
228 lines
8.1 KiB
Plaintext
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Welcome to the Irrlicht test suite.
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===================================
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This is composed of a series of tests which exercise basic Irrlicht
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functionality. These are not strictly unit tests, since there is no stub
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framework that isolates each method under test. They do however test small
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units of functionality and should help to isolate problems and spot
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regressions.
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You are encouraged to run the tests whenever you make any significant code
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change, and to add tests for any new or modified area of code.
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The overall test application will return a count of the number of tests that
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failed, i.e. 0 is success. It will also log to tests/tests.log file, and on
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success will update the tests/tests-last-passed-at.txt file (which gets
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committed with code changes as a very basic verification that we're not
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regressing).
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Working directory
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=================
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Since the tests rely on the presence of /media and /empty/empty subdirectories,
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the working directory must be the /tests directory, not /bin/$PLATFORM. This
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means that you cannot run /bin/$PLATFORM/texts.exe from there. You can however
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cd to /tests and run ../bin/$PLATFORM/tests.exe
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Adding a new test
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=================
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To add a new test, e.g. "myNewTest":
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1) Create tests/myNewTest.cpp. At a minimum, this must contain a function with
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the signature bool fnName(void), where fnName is the same as the filename
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(without the .cpp suffix).
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This function must return true if the tests passes, or false if it fails. In
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this example, the function should be:
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bool myNewTest(void)
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{
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...
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}
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2) Add myNewTest.cpp to the build targets in tests.cbp, tests_vc8.vcproj and
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tests_vc9.vcproj. These are all text files that can be edited manually by
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hand; just copy, paste and modify an existing source file entry.
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3) In tests/main.cpp, find the list of TEST() macro calls, and add a call to
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your new test, using the TEST macro, e.g.:
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TEST(myNewTest);
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4) Run your test, and verify any images that it produces (see "Screenshots").
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5) Remember to svn add tests/newNewTest.cpp and any new tests/media/ files.
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Your test will be run independently in its own indepedent process. It is
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responsible for creating any required resources or Irrlicht interfaces, and for
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cleaning up after itself and restoring the working directory to /tests. You do
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not have to link against Irrlicht.lib; the whole application is already linked
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to it.
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Logging
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=======
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Please use logTestString() to log any interesting output or fails from your
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test. This is declared in tests/testUtils.h. Its output goes to
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tests/tests.log
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Screenshots
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===========
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testUtils.h/.cpp provides a function to create a screenshot and compare it with
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a reference image. This is useful for validating new or changed functionality,
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and for catching regressions.
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Call the unambiguously named takeScreenshotAndCompareAgainstReference()
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function to do this. It needs an IVideoDriver (which it will use to create the
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first part of the filename) and a unique filename including an image format
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suffix, e.g. "-myNewTest.png". You should use .png as a suffix unless you have
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a very specific need to use another format. Please avoid using .jpg as image
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compression can introduce artifacts and false fails.
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Optionally, you can specify the amount of match that is required between the
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produced screenshot and the reference image. While the images should match
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exactly, we have found that OpenGL implementations can vary significantly
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across test machines, often around 99% match (of total colour values across all
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pixels). You may have to go as low as 98% for some images, but please try to
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err on the side of strictness until we can determine that your test image needs
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to be fuzzier on other peoples' machines.
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If takeScreenshotAndCompareAgainstReference() can't find an existing reference
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image, it will create one from the screenshot. In effect, this means that you
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have to run your test once (expecting it to fail) in order to produce the
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initial reference images. The new images are created in tests/results with
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filename:
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driverName-filename.suffix
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e.g. OpenGL-myNewTest.png (note that the OpenGL driver elides the actual OpenGL
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version number from the filename, as this tends to differ between machines and
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installations).
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You should check these new images carefully to ensure that they show exactly
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what you expect. Please do not just assume that they do, as validating bad
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behaviour is worse than not validating it at all!
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If the images do appear exactly as you expect, move them to the tests/media
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directory, and re-run the tests. They should now pass. Remember to svn add
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any new media files!
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What to do when the tests fail
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==============================
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DON'T PANIC!
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This is a Good Thing. Failing tests challenge our assumptions and help us to
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make Irrlicht more robust.
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First, check your working directory. The tests need to be run from the tests/
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directory, not a /bin subdirectory. You can do this using the working
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directory in your debugger, or on the command line by running the tests
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executable (wherever it is build) from the tests/ directory.
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If you need to debug a test, first move it temporarily to the start of the list
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of TEST() macros. This is because each test runs in its own process, so only
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the first test will have the debugger attached.
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If the fail is due to a bitmap difference, carefully compare the bitmaps, and
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the amount of failure. The OpenGL device does tend to produce differences. You
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should not just automatically make a test fuzzier, but if you can rule out any
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real issue in the code, it can be valid to accept OpenGL image matches as low
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as 98%. Other devices should not require this amount of fuzziness!
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If you can't figure out the reason for the failure (or better yet, if you can,
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and think the tests and/or Irrlicht need updated), then please do raise the
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issue in the bug forum:
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http://irrlicht.sourceforge.net/phpBB2/viewforum.php?f=7
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We do want to hear about fails, and will thank you for finding them.
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Running specific tests
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======================
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The app takes two parameters. First is the test to start with (starting at 0
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anddefaulting to 0), the second is the number of tests to run (beginning with
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the one given as first parameter). If the second parameter is not given, all
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existing tests are run (again starting with the first parameter). So, starting
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the test suite without a parameter will really run all tests. Another special
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parameter is '--list', which outputs a list of all existing tests and their
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respective number.
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For debugging purposes it can make sense to run a test without spawning a
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separate process for each test case. This can be switched off by a boolean flag
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in main.cpp ('spawn=false').
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Currently implemented tests
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===========================
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000. disambiguateTextures
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001. testIrrArray
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002. testIrrMap
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003. testIrrList
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004. exports
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005. irrCoreEquals
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006. testIrrString
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007. testLine2d
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008. matrixOps
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009. testDimension2d
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010. testVector2d
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011. testVector3d
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012. testQuaternion
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013. testS3DVertex
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014. testaabbox3d
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015. color
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016. testTriangle3d
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017. vectorPositionDimension2d
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018. filesystem
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019. archiveReader
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020. testXML
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021. serializeAttributes
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022. fast_atof
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023. loadTextures
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024. collisionResponseAnimator
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025. enumerateImageManipulators
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026. removeCustomAnimator
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027. sceneCollisionManager
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028. sceneNodeAnimator
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029. meshLoaders
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030. testTimer
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031. softwareDevice
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032. b3dAnimation
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033. burningsVideo
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034. billboards
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035. createImage
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036. cursorSetVisible
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037. flyCircleAnimator
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038. guiDisabledMenu
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039. makeColorKeyTexture
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040. md2Animation
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041. meshTransform
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042. skinnedMesh
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043. testGeometryCreator
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044. writeImageToFile
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045. ioScene
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046. videoDriver
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047. screenshot
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048. drawPixel
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049. drawRectOutline
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050. drawVertexPrimitive
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051. material
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052. renderTargetTexture
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053. textureFeatures
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054. textureRenderStates
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055. transparentMaterials
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056. userclipplane
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057. antiAliasing
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058. draw2DImage
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059. lights
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060. twodmaterial
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061. viewPort
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062. mrt
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063. projectionMatrix
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064. planeMatrix
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065. terrainSceneNode
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066. lightMaps
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067. triangleSelector
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