chore: sync from fn-registry agent

This commit is contained in:
fn-registry agent
2026-05-11 16:28:46 +02:00
commit 49a9f3273d
4 changed files with 375 additions and 0 deletions
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# runtime_test — full runtime exerciser (issue 0072b).
# Standalone, dual-mode CMakeLists (top-level + subdir).
cmake_minimum_required(VERSION 3.16)
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
project(runtime_test CXX)
set(_TOP_LEVEL TRUE)
else()
set(_TOP_LEVEL FALSE)
endif()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
get_filename_component(_REPO_CPP_ROOT ${CMAKE_CURRENT_LIST_DIR}/../.. ABSOLUTE)
set(_VENDOR ${_REPO_CPP_ROOT}/vendor)
set(_FUNCS ${_REPO_CPP_ROOT}/functions)
if(_TOP_LEVEL)
if(NOT EXISTS ${_VENDOR}/sdl3/CMakeLists.txt)
message(FATAL_ERROR "SDL3 vendoring missing")
endif()
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
set(SDL_TESTS OFF CACHE BOOL "" FORCE)
set(SDL_EXAMPLES OFF CACHE BOOL "" FORCE)
set(SDL_INSTALL OFF CACHE BOOL "" FORCE)
set(SDL_X11_XSCRNSAVER OFF CACHE BOOL "" FORCE)
add_subdirectory(${_VENDOR}/sdl3 ${CMAKE_BINARY_DIR}/_sdl3 EXCLUDE_FROM_ALL)
endif()
add_executable(runtime_test
main.cpp
sokol_impl.cpp
${_FUNCS}/gfx/sokol_setup.cpp
${_FUNCS}/gfx/sprite_batch.cpp
${_FUNCS}/gamedev/audio_engine.cpp
${_FUNCS}/gamedev/audio_play.cpp
${_FUNCS}/gamedev/input_unified.cpp
${_FUNCS}/gamedev/game_loop.cpp
${_FUNCS}/gamedev/camera_2d.cpp
)
target_include_directories(runtime_test PRIVATE
${_VENDOR}/sokol
${_FUNCS}/core # math2d.h
${_FUNCS}/gfx # sokol_setup.h, sprite_batch.h
${_FUNCS}/gamedev # audio/input/loop/camera headers
)
target_link_libraries(runtime_test PRIVATE SDL3::SDL3-static)
if(NOT EMSCRIPTEN)
find_package(OpenGL REQUIRED)
target_link_libraries(runtime_test PRIVATE OpenGL::GL)
if(UNIX AND NOT APPLE)
target_link_libraries(runtime_test PRIVATE m pthread dl)
endif()
endif()
if(EMSCRIPTEN)
set_target_properties(runtime_test PROPERTIES SUFFIX ".html")
target_compile_options(runtime_test PRIVATE
-Os -fno-exceptions -fno-rtti -ffunction-sections -fdata-sections
)
target_link_options(runtime_test PRIVATE
-Os
-sUSE_WEBGL2=1
-sFULL_ES3=1
-sALLOW_MEMORY_GROWTH=1
-sINITIAL_MEMORY=33554432
-sASSERTIONS=0
-sENVIRONMENT=web
-Wl,--gc-sections
)
endif()
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---
name: runtime_test
lang: cpp
domain: gamedev
description: "Exerciser end-to-end del runtime nucleo gamedev (issue 0072b). Inicializa sokol_gfx + audio (miniaudio) + input unificado + sprite_batch + camera 2D + game loop. Modo `--self-test` corre 60 frames y sale exit 0; sin args entra modo interactivo (3 sprites en gradient)."
tags: [imgui, sdl3, sokol, gamedev, smoke, runtime]
uses_functions:
- sokol_setup_cpp_gfx
- sprite_batch_cpp_gfx
- audio_engine_cpp_gamedev
- audio_play_cpp_gamedev
- input_unified_cpp_gamedev
- game_loop_cpp_gamedev
- camera_2d_cpp_gamedev
uses_types:
- Vec2_cpp_core
- Rect_cpp_core
- Color_cpp_core
framework: "imgui"
entry_point: "main.cpp"
dir_path: "cpp/apps/runtime_test"
repo_url: ""
e2e_checks:
- id: build_pc
cmd: "cmake --build build --target runtime_test -j"
timeout_s: 300
- id: self_test_pc
cmd: "./build/apps/runtime_test/runtime_test --self-test"
timeout_s: 30
severity: warning # requires display in CI
- id: build_wasm
cmd: "bash bash/functions/infra/build_wasm_cpp_app.sh runtime_test"
timeout_s: 600
severity: warning
- id: wasm_size_budget
cmd: "test -f build/wasm/runtime_test/runtime_test.wasm.gz && test $(stat -c%s build/wasm/runtime_test/runtime_test.wasm.gz) -lt 2097152"
severity: warning
---
# runtime_test
Test integrado del runtime nucleo gamedev. Si compila y corre, el stack 0072b esta verde.
## Modo --self-test
Corre 60 frames con audio init no-fatal (CI sin device de audio sigue pasando), 3 sprites animados, input procesando eventos vacios, salida exit 0.
```bash
./build/apps/runtime_test/runtime_test --self-test
```
## Modo interactivo
```bash
./build/apps/runtime_test/runtime_test
```
Pulsa Esc o Back (gamepad) para salir.
## Que ejercita
- `sokol_setup_cpp_gfx` — make_environment + make_swapchain.
- `sprite_batch_cpp_gfx` — 3 sprites por frame con tint distinto.
- `audio_engine_cpp_gamedev` — engine_init / engine_shutdown.
- `input_unified_cpp_gamedev` — input_begin_frame / input_process_event con SDL_Events.
- `camera_2d_cpp_gamedev` — view_proj_matrix.
- `game_loop_cpp_gamedev` — loop_run con fixed timestep + emscripten branch.
- Tipos `Vec2`, `Rect`, `Color` de `cpp/functions/core/math2d.h`.
## Notas
- NO carga assets de disco. Crea textura 2x2 blanca en GPU para alimentar `sprite_batch`. Asi el self-test es asset-free.
- Audio init es no-fatal: si no hay device, registra error y sigue. Permite correr en CI / WSL sin audio.
- Sin ImGui en este test (a diferencia de `engine_smoke`). Reduce binary size y aisla la validacion del runtime puro.
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// runtime_test — exercises full gamedev runtime (issue 0072b).
//
// --self-test : runs N frames offscreen-friendly and exits 0 if no crash.
// <no args> : interactive mode (gradient + 3 colored sprites + ImGui HUD).
#include <cstdio>
#include <cstring>
#include <cstdint>
#include <SDL3/SDL.h>
// sokol implementation lives in sokol_impl.cpp (one TU only).
#include "sokol_gfx.h"
#include "sokol_log.h"
#if defined(__EMSCRIPTEN__)
#include <emscripten/emscripten.h>
#endif
#include "math2d.h"
#include "sokol_setup.h"
#include "sprite_batch.h"
#include "audio_engine.h"
#include "audio_play.h"
#include "input_unified.h"
#include "camera_2d.h"
#include "game_loop.h"
using fn::math2d::Vec2;
using fn::math2d::Rect;
using fn::math2d::Color;
namespace {
struct Runtime {
SDL_Window* win = nullptr;
SDL_GLContext gl = nullptr;
fn::audio::Engine audio{};
fn::gfx::SpriteBatch batch{};
fn::input::InputState input{};
fn::cam::Camera2D cam{};
sg_image white_tex{};
sg_view white_view{};
sg_pass_action pass_action{};
int self_test_frames = -1; // -1 = interactive
int frame = 0;
bool quit = false;
};
Runtime g;
// Make a 2x2 white texture so sprite_batch has something to bind without
// loading PNGs from disk (keeps runtime_test asset-free).
sg_image make_white_tex() {
static const uint32_t px[4] = { 0xFFFFFFFFu, 0xFFFFFFFFu, 0xFFFFFFFFu, 0xFFFFFFFFu };
sg_image_desc d{};
d.width = 2; d.height = 2;
d.pixel_format = SG_PIXELFORMAT_RGBA8;
d.data.mip_levels[0] = sg_range{ px, sizeof(px) };
return sg_make_image(&d);
}
void on_fixed_update(void* /*user*/, float /*dt*/) {
// No physics yet. Just exercises the callback path.
}
void on_render(void* /*user*/, float /*interp*/) {
int w, h;
SDL_GetWindowSizeInPixels(g.win, &w, &h);
g.cam.viewport_w = w;
g.cam.viewport_h = h;
sg_pass p{};
p.action = g.pass_action;
p.swapchain = fn::gfx::make_swapchain(w, h);
sg_begin_pass(&p);
float vp[16];
fn::cam::view_proj_matrix(g.cam, vp);
fn::gfx::sprite_batch_begin(g.batch, vp);
// Three colored squares moving slightly with frame.
float t = (float)g.frame * 0.02f;
Color cs[3] = {
Color::rgba(255, 80, 80),
Color::rgba(80, 255, 80),
Color::rgba(80, 80, 255),
};
for (int i = 0; i < 3; ++i) {
float x = -200.0f + i * 200.0f + 30.0f * SDL_sinf(t + i);
float y = 30.0f * SDL_cosf(t + i);
fn::gfx::sprite_batch_draw(g.batch, g.white_view, 2, 2,
Rect{0, 0, 2, 2}, Rect{x - 50, y - 50, 100, 100}, cs[i]);
}
fn::gfx::sprite_batch_end(g.batch);
sg_end_pass();
sg_commit();
SDL_GL_SwapWindow(g.win);
g.frame++;
}
bool should_quit(void* /*user*/) {
SDL_Event e;
fn::input::input_begin_frame(g.input);
while (SDL_PollEvent(&e)) {
fn::input::input_process_event(g.input, &e);
if (e.type == SDL_EVENT_QUIT) g.quit = true;
if (e.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) g.quit = true;
}
if (g.input.back || g.input.back_pressed) g.quit = true;
if (g.self_test_frames >= 0 && g.frame >= g.self_test_frames) g.quit = true;
return g.quit;
}
bool init(int argc, char** argv) {
for (int i = 1; i < argc; ++i) {
if (std::strcmp(argv[i], "--self-test") == 0) {
g.self_test_frames = 60;
}
}
if (!SDL_Init(SDL_INIT_VIDEO)) {
std::fprintf(stderr, "SDL_Init: %s\n", SDL_GetError());
return false;
}
#if defined(__EMSCRIPTEN__)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
g.win = SDL_CreateWindow("runtime_test", 1280, 720,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!g.win) { std::fprintf(stderr, "SDL_CreateWindow: %s\n", SDL_GetError()); return false; }
g.gl = SDL_GL_CreateContext(g.win);
if (!g.gl) { std::fprintf(stderr, "SDL_GL_CreateContext: %s\n", SDL_GetError()); return false; }
SDL_GL_MakeCurrent(g.win, g.gl);
SDL_GL_SetSwapInterval(1);
sg_desc d{};
d.environment = fn::gfx::make_environment();
d.logger.func = slog_func;
sg_setup(&d);
g.white_tex = make_white_tex();
sg_view_desc vd{};
vd.texture.image = g.white_tex;
g.white_view = sg_make_view(&vd);
g.batch = fn::gfx::sprite_batch_create(1024);
if (!g.batch.ok) { std::fprintf(stderr, "sprite_batch_create failed\n"); return false; }
// Audio: non-fatal in self-test (CI may have no audio device).
g.audio = fn::audio::engine_init();
if (!g.audio.ok) {
std::fprintf(stderr, "audio_engine: init failed (continuing)\n");
}
g.cam.viewport_w = 1280;
g.cam.viewport_h = 720;
g.cam.zoom = 1.0f;
g.pass_action.colors[0].load_action = SG_LOADACTION_CLEAR;
g.pass_action.colors[0].clear_value = { 0.05f, 0.05f, 0.08f, 1.0f };
return true;
}
void shutdown() {
if (g.audio.ok) fn::audio::engine_shutdown(g.audio);
fn::gfx::sprite_batch_destroy(g.batch);
if (g.white_view.id) sg_destroy_view(g.white_view);
if (g.white_tex.id) sg_destroy_image(g.white_tex);
sg_shutdown();
if (g.gl) SDL_GL_DestroyContext(g.gl);
if (g.win) SDL_DestroyWindow(g.win);
SDL_Quit();
}
} // namespace
int main(int argc, char** argv) {
if (!init(argc, argv)) {
shutdown();
return 1;
}
fn::game::LoopCfg cfg{};
cfg.fixed_dt = 1.0f / 60.0f;
cfg.max_steps_per_frame = 5;
cfg.on_fixed_update = on_fixed_update;
cfg.on_render = on_render;
cfg.should_quit = should_quit;
fn::game::loop_run(g.win, cfg);
#if !defined(__EMSCRIPTEN__)
shutdown();
std::fprintf(stderr, "runtime_test: %d frames, exit 0\n", g.frame);
#endif
return 0;
}
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// Dedicated TU for sokol_gfx implementation. Including sokol_gfx.h with
// SOKOL_IMPL elsewhere (e.g. main.cpp) plus then including any other header
// that re-includes sokol_gfx.h re-emits the impl block — link/compile errors.
//
// Convention: this is the ONLY file in this app that defines SOKOL_IMPL.
#define SOKOL_IMPL
#if defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#include "sokol_gfx.h"
#include "sokol_log.h"