Initial automated testing
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27
.gitea/workflows/make_png.yaml
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27
.gitea/workflows/make_png.yaml
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@ -0,0 +1,27 @@
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name: Make PNG
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run-name: ${{ gitea.actor }} is recording the PNG output.
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on: push
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jobs:
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build-app:
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runs-on: linux_amd64
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steps:
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- name: Checkout curr
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uses: actions/checkout@v4
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with:
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path: curr
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- name: Checkout prev
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uses: actions/checkout@v4
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with:
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path: prev
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fetch-depth: 2
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- run: cd prev && git checkout HEAD^
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- name: Configure CMake
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run: cmake -S curr -B curr/build
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run: cmake -S prev -B prev/build
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- name: Generate PNG files
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run: cd curr/build/tests && xvfb-run ./test-basic
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run: cd prev/build/tests && xvfb-run ./test-basic
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- name: Compare PNG files
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run: diff curr/build/tests/image.png prev/build/tests/image.png
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@ -529,7 +529,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile vertex shader.");
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}
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}
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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@ -543,7 +543,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
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log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
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log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile geometry shader.");
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}
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}
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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@ -557,7 +557,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile fragment shader.");
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}
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}
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// link
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// link
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@ -584,7 +584,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
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log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
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log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not link shader program.");
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}
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}
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// setup uniforms
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// setup uniforms
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@ -613,7 +613,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile screen vertex shader.");
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}
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}
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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@ -626,7 +626,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile screen fragment shader.");
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}
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}
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// link
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// link
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@ -645,7 +645,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
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log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
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log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not link screen shader program.");
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}
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}
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// setup uniforms for screen shader
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// setup uniforms for screen shader
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