Add tests for scenery surface caching and preview behavior

- Introduced `test_scenery_brick_preview.gd` to validate focused placement and CPU draw-cost for large brick walls.
- Added `test_scenery_surface_cache.gd` to assess texture budget, visual equivalence, and cache invalidation.
- Created `test_scenery_surface_preview.gd` to evaluate adaptive preview selection and placement behavior.
- Implemented various helper functions to measure drawing performance and validate expected behaviors during tests.
- Added unique identifiers for new test files to ensure proper tracking and management.
This commit is contained in:
2026-10-21 11:06:57 -04:00
parent 80ba83b703
commit c1758efd3b
54 changed files with 5941 additions and 526 deletions
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extends SceneTree
## Adaptive preview selection, placement/commit behavior, and per-finish CPU costs.
const RENDERER := preload("res://scripts/stage/scenery/stage_surface_renderer.gd")
const CONTROLLER := preload("res://scripts/editors/stage/stage_scenery_controller.gd")
class TimedWall extends StageWallPanel:
var draw_times_usec: Array[int] = []
func _draw() -> void:
var started: int = Time.get_ticks_usec()
super._draw()
draw_times_usec.append(Time.get_ticks_usec() - started)
class TimedGround extends StageBackgroundGround:
var draw_times_usec: Array[int] = []
func _draw() -> void:
var started: int = Time.get_ticks_usec()
super._draw()
draw_times_usec.append(Time.get_ticks_usec() - started)
class SlowWall extends StageWallPanel:
var inject_delay: bool = true
func get_surface_draw_origin_world() -> Vector2:
if inject_delay:
OS.delay_usec(PREVIEW_DRAW_BUDGET_USEC + 1000)
return super.get_surface_draw_origin_world()
var _failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(2560, 1440)
for finish: StringName in RENDERER.WALL_FINISHES + RENDERER.BACKGROUND_FINISHES:
_expect(not RENDERER.needs_light_preview(finish, Vector2(16.0, 16.0)), "tiny %s keeps its detail" % finish)
_expect(not RENDERER.needs_light_preview(finish, Vector2.ZERO), "invisible %s has no preview work" % finish)
_test_placement(finish)
await _benchmark_finish(finish)
for finish: StringName in [&"finish_wall_brick", &"finish_wall_wood", &"finish_background_grass", &"finish_background_carpet"]:
_expect(RENDERER.needs_light_preview(finish, Vector2(2400.0, 1320.0)), "large %s reduces detail automatically" % finish)
_expect(not RENDERER.needs_light_preview(&"finish_wall_paint", Vector2(100000.0, 100000.0)), "paint stays detailed at any size")
_expect(not RENDERER.needs_light_preview(&"finish_background_concrete", Vector2(2400.0, 1320.0)), "ordinary concrete slab patterns stay detailed")
_expect(RENDERER.needs_light_preview(&"finish_background_concrete", Vector2(24000.0, 13200.0)), "very large concrete patterns can also simplify")
_expect(RENDERER.needs_light_preview(&"finish_wall_wood", Vector2(240.0, 132.0), Vector2(10.0, 10.0)), "work estimate accounts for motif scale")
await _test_runtime_fallback()
if _failures.is_empty():
print("PASS: adaptive scenery surface previews")
else:
for failure: String in _failures:
push_error("FAIL: " + failure)
quit(0 if _failures.is_empty() else 1)
func _test_placement(finish: StringName) -> void:
var world := Node2D.new()
var ghosts := Node2D.new()
var controller := CONTROLLER.new() as StageSceneryController
root.add_child(world)
root.add_child(ghosts)
root.add_child(controller)
controller.configure(world, ghosts, null)
var wall: bool = RENDERER.is_wall_finish(finish)
var tint: Color = RENDERER.default_tint(finish)
var start := Vector2(-300.0, -150.0)
if wall:
controller.begin_wall(finish, start, tint)
else:
controller.begin_background_ground(finish, start, tint)
var ghost: StageRectSurface = ghosts.get_child(0) as StageRectSurface
_expect(ghost.interactive_preview, "%s placement opts into adaptive rendering" % finish)
var press := InputEventMouseButton.new()
press.button_index = MOUSE_BUTTON_LEFT
press.pressed = true
controller.handle_mouse_button(press, start, false)
controller.handle_mouse_motion(Vector2(2100.0, 1170.0))
var bounds: Rect2 = ghost.global_transform * ghost.get_local_bounds()
var release := InputEventMouseButton.new()
release.button_index = MOUSE_BUTTON_LEFT
controller.handle_mouse_button(release, Vector2(2100.0, 1170.0), false)
_expect(world.get_child_count() == 1, "%s commits one surface" % finish)
var placed: StageRectSurface = world.get_child(0) as StageRectSurface
_expect(not placed.interactive_preview, "%s commit uses full detail" % finish)
_expect(placed.finish_id == finish and placed.tint == tint, "%s preserves finish and tint" % finish)
_expect(bounds.is_equal_approx(placed.global_transform * placed.get_local_bounds()), "%s preserves preview bounds" % finish)
controller.exit_tool()
world.free()
ghosts.free()
controller.free()
func _benchmark_finish(finish: StringName) -> void:
var sample: StageRectSurface = TimedWall.new() if RENDERER.is_wall_finish(finish) else TimedGround.new()
sample.position = Vector2(1280.0, 720.0)
sample.interactive_preview = true
sample.configure(Vector2(2400.0, 1320.0), finish, RENDERER.default_tint(finish))
root.add_child(sample)
await process_frame
await process_frame
var preview_usec: float = await _measure_redraws(sample)
sample.interactive_preview = false
await process_frame
await process_frame
var full_usec: float = await _measure_redraws(sample)
print("%s CPU redraw: adaptive=%.2f ms, full=%.2f ms" % [finish, preview_usec / 1000.0, full_usec / 1000.0])
sample.free()
func _measure_redraws(sample: StageRectSurface) -> float:
var timings: Array[int] = sample.get("draw_times_usec")
timings.clear()
for _iteration: int in 3:
sample.queue_redraw()
await process_frame
await process_frame
_expect(not timings.is_empty(), "surface draws during benchmark")
var total: float = 0.0
for elapsed: int in timings:
total += float(elapsed)
return total / maxf(1.0, float(timings.size()))
func _test_runtime_fallback() -> void:
var sample := SlowWall.new()
sample.position = Vector2(100.0, 100.0)
sample.interactive_preview = true
sample.configure(Vector2(16.0, 16.0), &"finish_wall_wood", Color.WHITE)
root.add_child(sample)
await process_frame
await process_frame
_expect(sample.get("_preview_over_budget"), "measured slow redraw enables the fallback even for a small panel")
sample.inject_delay = false
sample.configure(Vector2(20.0, 20.0), sample.finish_id, sample.tint)
await process_frame
await process_frame
_expect(sample.get("_preview_over_budget"), "fallback stays stable during the current placement session")
sample.interactive_preview = false
_expect(not sample.get("_preview_over_budget"), "leaving preview resets the timing fallback")
sample.free()
func _expect(condition: bool, message: String) -> void:
if not condition:
_failures.append(message)