Give the mock-game backends one source of truth for the test pattern

The animated pattern math (background sweep, moving 24px bar, frame-
counter block) was copy-pasted across all five clear-based backends
(dx9/dx10/dx11/dx12/gl). The backends MUST render an identical image --
the capture test decodes the same frame-counter block from each -- so a
drift between copies would be a silent test hazard.

Factor it into one frame_pattern() helper (plus kBarWidth) in
render_backend.hpp; each backend now consumes the computed bg/bar_x/code
values with its own API's clear/fill. mock_game_test still decodes every
backend correctly.
This commit is contained in:
2026-07-12 09:35:45 +02:00
parent 1eee482165
commit 9a736cf477
6 changed files with 53 additions and 51 deletions

View File

@@ -81,23 +81,17 @@ public:
void render_and_present(std::uint32_t frame) override
{
// Animated background: each channel sweeps at a different rate -> constant motion.
const float bg[4] = {static_cast<float>((frame * 2) % 256) / 255.0f,
static_cast<float>((frame * 3) % 256) / 255.0f,
static_cast<float>((frame * 5) % 256) / 255.0f, 1.0f};
const FramePattern p = frame_pattern(frame, width_);
const float bg[4] = {p.bg_r / 255.0f, p.bg_g / 255.0f, p.bg_b / 255.0f, 1.0f};
ctx_->ClearRenderTargetView(rtv_.Get(), bg);
// Moving vertical bar (obvious motion; a dropped frame makes it jump).
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const LONG span = width_ > 24 ? static_cast<LONG>(width_ - 24) : 1;
const LONG bx = static_cast<LONG>((frame * 4) % static_cast<std::uint32_t>(span));
const D3D11_RECT bar = {bx, 0, bx + 24, static_cast<LONG>(height_)};
const LONG bx = static_cast<LONG>(p.bar_x);
const D3D11_RECT bar = {bx, 0, bx + static_cast<LONG>(kBarWidth), static_cast<LONG>(height_)};
ctx_->ClearView(rtv_.Get(), white, &bar, 1);
// Frame-counter block (top-left): RGB encodes the exact frame number for the test.
std::uint8_t r = 0, g = 0, b = 0;
frame_to_rgb(frame, r, g, b);
const float code[4] = {r / 255.0f, g / 255.0f, b / 255.0f, 1.0f};
const float code[4] = {p.code_r / 255.0f, p.code_g / 255.0f, p.code_b / 255.0f, 1.0f};
const D3D11_RECT block = {0, 0, static_cast<LONG>(kFrameBlock), static_cast<LONG>(kFrameBlock)};
ctx_->ClearView(rtv_.Get(), code, &block, 1);