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Make include-what-you-use happy with some files in source/graphics and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
102 lines
3 KiB
C++
102 lines
3 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "graphics/LOSTexture.h"
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#include "lib/posix/posix_types.h"
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#include "lib/timer.h"
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#include "lib/types.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/Los.h"
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#include <cstdio>
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#include <memory>
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#include <vector>
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class TestLOSTexture : public CxxTest::TestSuite
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{
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public:
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void test_basic()
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{
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CSimulation2 sim{nullptr, *g_ScriptContext, nullptr};
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CLOSTexture tex(sim);
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const ssize_t size = 8;
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u32 inputData[size*size] = {
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2, 2, 2, 0, 0, 0, 0, 0,
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2, 2, 2, 0, 0, 0, 0, 0,
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2, 2, 2, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 2
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};
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Grid<u32> inputDataVec(size, size);
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for (u8 i = 0; i < size; ++i)
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for (u8 j = 0; j < size; ++j)
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inputDataVec.set(i, j, inputData[i + j * size]);
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// LosState::MASK should be cmpRanageManager->GetSharedLosMask(1),
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// but that would mean adding a huge mock component for this and it
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// should always be LosState::MASK for player 1 (as the other players are bit-shifted).
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CLosQuerier los((u32)LosState::MASK, inputDataVec, size);
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std::vector<u8> losData;
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size_t pitch;
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losData.resize(tex.GetBitmapSize(size, size, &pitch));
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tex.GenerateBitmap(los, &losData[0], size, size, pitch);
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// for (size_t i = 0; i < losData.size(); ++i)
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// printf("%s %3d", i % (size_t)sqrt(losData.size()) ? "" : "\n", losData[i]);
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TS_ASSERT_EQUALS(losData[0], 104);
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}
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void DISABLED_test_perf()
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{
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CSimulation2 sim{nullptr, *g_ScriptContext, nullptr};
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CLOSTexture tex(sim);
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const ssize_t size = 257;
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Grid<u32> inputDataVec(size, size);
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// LosState::MASK should be cmpRanageManager->GetSharedLosMask(1),
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// but that would mean adding a huge mock component for this and it
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// should always be LosState::MASK for player 1 (as the other players are bit-shifted).
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CLosQuerier los((u32)LosState::MASK, inputDataVec, size);
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size_t reps = 128;
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double t = timer_Time();
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for (size_t i = 0; i < reps; ++i)
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{
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std::vector<u8> losData;
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size_t pitch;
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losData.resize(tex.GetBitmapSize(size, size, &pitch));
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tex.GenerateBitmap(los, &losData[0], size, size, pitch);
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}
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double dt = timer_Time() - t;
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printf("\n# %f secs\n", dt/reps);
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}
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};
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