2018-01-29 16:25:32 +08:00
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-11-19 09:21:17 +08:00
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Copyright (c) 2021 Bytedance Inc.
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2021-12-28 16:06:23 +08:00
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2021-11-19 09:21:17 +08:00
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https://adxe.org
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2021-12-28 16:06:23 +08:00
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2018-01-29 16:25:32 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2021-12-28 16:06:23 +08:00
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2018-01-29 16:25:32 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2021-12-28 16:06:23 +08:00
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2018-01-29 16:25:32 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2014-01-03 20:14:03 +08:00
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#include "UnitTest.h"
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2016-06-30 01:24:23 +08:00
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#include "ui/UIHelper.h"
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2017-03-09 10:14:39 +08:00
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#include "network/Uri.h"
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2019-07-19 11:57:11 +08:00
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#include "base/ccUtils.h"
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2014-01-03 20:14:03 +08:00
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2015-04-09 08:37:30 +08:00
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USING_NS_CC;
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2017-03-09 10:14:39 +08:00
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using namespace cocos2d::network;
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2015-04-09 08:37:30 +08:00
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2014-11-25 16:36:07 +08:00
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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2021-12-28 16:06:23 +08:00
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# if defined(__arm64__)
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# define USE_NEON64
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# define INCLUDE_NEON64
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# elif defined(__ARM_NEON__)
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# define USE_NEON32
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# define INCLUDE_NEON32
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# else
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# endif
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2014-11-25 16:36:07 +08:00
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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2021-12-28 16:06:23 +08:00
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# if defined(__arm64__) || defined(__aarch64__)
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# define USE_NEON64
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# define INCLUDE_NEON64
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# elif defined(__ARM_NEON__)
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# define INCLUDE_NEON32
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# else
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# endif
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2014-11-25 16:36:07 +08:00
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#else
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#endif
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2021-12-28 16:06:23 +08:00
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#if defined(__SSE__)
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# define USE_SSE
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# define INCLUDE_SSE
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2014-11-25 16:36:07 +08:00
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#endif
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2021-12-28 16:06:23 +08:00
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#if (defined INCLUDE_NEON64) || (defined INCLUDE_NEON32) // FIXME: || (defined INCLUDE_SSE)
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# define UNIT_TEST_FOR_OPTIMIZED_MATH_UTIL
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2014-11-25 16:36:07 +08:00
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#endif
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2017-03-09 10:14:39 +08:00
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#define EXPECT_EQ(a, b) assert((a) == (b))
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#define EXPECT_NE(a, b) assert((a) != (b))
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#define EXPECT_TRUE(a) assert(a)
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#define EXPECT_FALSE(a) assert(!(a))
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2014-11-25 16:36:07 +08:00
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2014-01-03 20:14:03 +08:00
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// For ' < o > ' multiply test scene.
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2015-04-03 14:31:03 +08:00
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UnitTests::UnitTests()
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{
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ADD_TEST_CASE(TemplateVectorTest);
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ADD_TEST_CASE(TemplateMapTest);
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ADD_TEST_CASE(ValueTest);
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ADD_TEST_CASE(UTFConversionTest);
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2016-06-30 01:24:23 +08:00
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ADD_TEST_CASE(UIHelperSubStringTest);
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2019-07-19 11:57:11 +08:00
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ADD_TEST_CASE(ParseIntegerListTest);
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2017-03-09 10:14:39 +08:00
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ADD_TEST_CASE(ParseUriTest);
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2017-12-12 17:49:11 +08:00
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ADD_TEST_CASE(ResizableBufferAdapterTest);
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2014-11-25 16:36:07 +08:00
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#ifdef UNIT_TEST_FOR_OPTIMIZED_MATH_UTIL
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2015-04-03 14:31:03 +08:00
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ADD_TEST_CASE(MathUtilTest);
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2014-11-25 16:36:07 +08:00
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#endif
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2014-01-03 20:14:03 +08:00
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};
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std::string UnitTestDemo::title() const
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{
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return "UnitTest";
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}
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//---------------------------------------------------------------
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void TemplateVectorTest::onEnter()
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{
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UnitTestDemo::onEnter();
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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Vector<Node*> vec;
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec.empty(), "vec should be empty.");
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CCASSERT(vec.capacity() == 0, "vec.capacity should be 0.");
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CCASSERT(vec.size() == 0, "vec.size should be 0.");
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CCASSERT(vec.max_size() > 0, "vec.max_size should > 0.");
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2014-01-03 20:14:03 +08:00
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auto node1 = Node::create();
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node1->setTag(1);
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vec.pushBack(node1);
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2015-07-14 15:28:36 +08:00
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CCASSERT(node1->getReferenceCount() == 2, "node1->getReferenceCount should be 2.");
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2014-01-03 20:14:03 +08:00
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auto node2 = Node::create();
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node2->setTag(2);
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vec.pushBack(node2);
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec.getIndex(node1) == 0, "node1 should at index 0 in vec.");
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CCASSERT(vec.getIndex(node2) == 1, "node2 should at index 1 in vec.");
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2014-01-03 20:14:03 +08:00
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auto node3 = Node::create();
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node3->setTag(3);
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vec.insert(1, node3);
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec.at(0)->getTag() == 1, "The element at 0, tag should be 1.");
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CCASSERT(vec.at(1)->getTag() == 3, "The element at 1, tag should be 3.");
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CCASSERT(vec.at(2)->getTag() == 2, "The element at 2, tag should be 2.");
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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// Test copy constructor
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Vector<Node*> vec2(vec);
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec2.size() == vec.size(), "vec2 and vec should have equal size.");
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2014-01-03 20:14:03 +08:00
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ssize_t size = vec.size();
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for (ssize_t i = 0; i < size; ++i)
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{
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec2.at(i) == vec.at(i), "The element at the same index in vec2 and vec2 should be equal.");
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2017-02-10 10:35:52 +08:00
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CCASSERT(vec.at(i)->getReferenceCount() == 3, "The reference count of element in vec is 3. ");
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CCASSERT(vec2.at(i)->getReferenceCount() == 3, "The reference count of element in vec2 is 3. ");
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2014-01-03 20:14:03 +08:00
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}
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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// Test copy assignment operator
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Vector<Node*> vec3;
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vec3 = vec2;
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec3.size() == vec2.size(), "vec3 and vec2 should have equal size.");
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2014-01-03 20:14:03 +08:00
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size = vec3.size();
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for (ssize_t i = 0; i < size; ++i)
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{
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2015-07-14 15:28:36 +08:00
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CCASSERT(vec3.at(i) == vec2.at(i), "The element at the same index in vec3 and vec2 should be equal.");
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2017-02-10 10:35:52 +08:00
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CCASSERT(vec3.at(i)->getReferenceCount() == 4, "The reference count of element in vec3 is 4. ");
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CCASSERT(vec2.at(i)->getReferenceCount() == 4, "The reference count of element in vec2 is 4. ");
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CCASSERT(vec.at(i)->getReferenceCount() == 4, "The reference count of element in vec is 4. ");
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2014-01-03 20:14:03 +08:00
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}
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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// Test move constructor
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2014-01-03 20:20:40 +08:00
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2021-12-28 16:06:23 +08:00
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auto createVector = []() {
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2014-01-03 20:14:03 +08:00
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Vector<Node*> ret;
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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for (int i = 0; i < 20; i++)
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{
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ret.pushBack(Node::create());
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}
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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int j = 1000;
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for (auto& child : ret)
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{
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child->setTag(j++);
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}
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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return ret;
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};
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2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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Vector<Node*> vec4(createVector());
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for (const auto& child : vec4)
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{
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(child);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(child->getReferenceCount() == 2, "child's reference count should be 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// Test init Vector<T> with capacity
|
|
|
|
Vector<Node*> vec5(10);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec5.capacity() == 10, "vec5's capacity should be 10.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec5.reserve(20);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec5.capacity() == 20, "vec5's capacity should be 20.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec5.size() == 0, "vec5's size should be 0.");
|
|
|
|
CCASSERT(vec5.empty(), "vec5 is empty now.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
auto toRemovedNode = Node::create();
|
|
|
|
vec5.pushBack(toRemovedNode);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(toRemovedNode->getReferenceCount() == 2, "toRemovedNode's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
|
|
|
|
// Test move assignment operator
|
|
|
|
vec5 = createVector();
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(toRemovedNode->getReferenceCount() == 1, "toRemovedNode's reference count is 1.");
|
2014-01-03 20:14:03 +08:00
|
|
|
CCASSERT(vec5.size() == 20, "size should be 20");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& child : vec5)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(child);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(child->getReferenceCount() == 2, "child's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Test Vector<T>::find
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec.find(node3) == (vec.begin() + 1), "node3 is the 2nd element in vec.");
|
|
|
|
CCASSERT(std::find(std::begin(vec), std::end(vec), node2) == (vec.begin() + 2), "node2 is the 3rd element in vec.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec.front()->getTag() == 1, "vec's front element's tag is 1.");
|
|
|
|
CCASSERT(vec.back()->getTag() == 2, "vec's back element's tag is 2.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec.getRandomObject(), "vec getRandomObject should return true.");
|
|
|
|
CCASSERT(!vec.contains(Node::create()), "vec doesn't contain a empty Node instance.");
|
|
|
|
CCASSERT(vec.contains(node1), "vec contains node1.");
|
|
|
|
CCASSERT(vec.contains(node2), "vec contains node2.");
|
|
|
|
CCASSERT(vec.contains(node3), "vec contains node3.");
|
|
|
|
CCASSERT(vec.equals(vec2), "vec is equal to vec2.");
|
|
|
|
CCASSERT(vec.equals(vec3), "vec is equal to vec3.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Insert
|
|
|
|
vec5.insert(2, node1);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec5.at(2)->getTag() == 1, "vec5's 3rd element's tag is 1.");
|
|
|
|
CCASSERT(vec5.size() == 21, "vec5's size is 21.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec5.back()->setTag(100);
|
|
|
|
vec5.popBack();
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec5.size() == 20, "vec5's size is 20.");
|
|
|
|
CCASSERT(vec5.back()->getTag() != 100, "the back element of vec5's tag is 100.");
|
2014-01-03 20:14:03 +08:00
|
|
|
|
|
|
|
// Erase and clear
|
|
|
|
Vector<Node*> vec6 = createVector();
|
|
|
|
Vector<Node*> vec7 = vec6; // Copy for check
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec6.size() == 20, "vec6's size is 20.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec6.erase(vec6.begin() + 1); //
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec6.size() == 19, "vec6's size is 19.");
|
|
|
|
CCASSERT((*(vec6.begin() + 1))->getTag() == 1002, "The 2rd element in vec6's tag is 1002.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec6.erase(vec6.begin() + 2, vec6.begin() + 10);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec6.size() == 11, "vec6's size is 11.");
|
|
|
|
CCASSERT(vec6.at(0)->getTag() == 1000, "vec6's first element's tag is 1000.");
|
|
|
|
CCASSERT(vec6.at(1)->getTag() == 1002, "vec6's second element's tag is 1002.");
|
|
|
|
CCASSERT(vec6.at(2)->getTag() == 1011, "vec6's third element's tag is 1011.");
|
|
|
|
CCASSERT(vec6.at(3)->getTag() == 1012, "vec6's fouth element's tag is 1012.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec6.erase(3);
|
2017-02-10 10:35:52 +08:00
|
|
|
CCASSERT(vec6.at(3)->getTag() == 1013, "vec6's 4th element's tag is 1013.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec6.eraseObject(vec6.at(2));
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec6.at(2)->getTag() == 1013, "vec6's 3rd element's tag is 1013.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vec6.clear();
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
auto objA = Node::create(); // retain count is 1
|
2014-02-21 11:24:37 +08:00
|
|
|
auto objB = Node::create();
|
|
|
|
auto objC = Node::create();
|
|
|
|
{
|
|
|
|
Vector<Node*> array1;
|
|
|
|
Vector<Node*> array2;
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-02-21 11:24:37 +08:00
|
|
|
// push back objA 3 times
|
2021-12-28 16:06:23 +08:00
|
|
|
array1.pushBack(objA); // retain count is 2
|
|
|
|
array1.pushBack(objA); // retain count is 3
|
|
|
|
array1.pushBack(objA); // retain count is 4
|
|
|
|
|
|
|
|
array2.pushBack(objA); // retain count is 5
|
2014-02-21 11:24:37 +08:00
|
|
|
array2.pushBack(objB);
|
|
|
|
array2.pushBack(objC);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
for (auto obj : array1)
|
|
|
|
{
|
2014-02-21 11:24:37 +08:00
|
|
|
array2.eraseObject(obj);
|
|
|
|
}
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(objA->getReferenceCount() == 4, "objA's reference count is 4.");
|
2014-02-21 11:24:37 +08:00
|
|
|
}
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(objA->getReferenceCount() == 1, "objA's reference count is 1.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-02-21 11:24:37 +08:00
|
|
|
{
|
|
|
|
Vector<Node*> array1;
|
|
|
|
// push back objA 3 times
|
2021-12-28 16:06:23 +08:00
|
|
|
array1.pushBack(objA); // retain count is 2
|
|
|
|
array1.pushBack(objA); // retain count is 3
|
|
|
|
array1.pushBack(objA); // retain count is 4
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(objA->getReferenceCount() == 4, "objA's reference count is 4.");
|
2021-12-28 16:06:23 +08:00
|
|
|
array1.eraseObject(objA, true); // Remove all occurrences in the Vector.
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(objA->getReferenceCount() == 1, "objA's reference count is 1.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
array1.pushBack(objA); // retain count is 2
|
|
|
|
array1.pushBack(objA); // retain count is 3
|
|
|
|
array1.pushBack(objA); // retain count is 4
|
|
|
|
|
2014-02-21 11:24:37 +08:00
|
|
|
array1.eraseObject(objA, false);
|
2021-12-28 16:06:23 +08:00
|
|
|
CCASSERT(objA->getReferenceCount() == 3,
|
|
|
|
"objA's reference count is 3."); // Only remove the first occurrence in the Vector.
|
2014-02-21 11:24:37 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Check the retain count in vec7
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vec7.size() == 20, "vec7's size is 20.");
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& child : vec7)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(child);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(child->getReferenceCount() == 2, "child's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Sort
|
|
|
|
Vector<Node*> vecForSort = createVector();
|
2021-12-28 16:06:23 +08:00
|
|
|
std::sort(vecForSort.begin(), vecForSort.end(), [](Node* a, Node* b) { return a->getTag() >= b->getTag(); });
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (int i = 0; i < 20; ++i)
|
|
|
|
{
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForSort.at(i)->getTag() - 1000 == (19 - i), "vecForSort's element's tag is invalid.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Reverse
|
|
|
|
vecForSort.reverse();
|
|
|
|
for (int i = 0; i < 20; ++i)
|
|
|
|
{
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForSort.at(i)->getTag() - 1000 == i, "vecForSort's element's tag is invalid.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Swap
|
|
|
|
Vector<Node*> vecForSwap = createVector();
|
|
|
|
vecForSwap.swap(2, 4);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForSwap.at(2)->getTag() == 1004, "vecForSwap's 3nd element's tag is 1004.");
|
|
|
|
CCASSERT(vecForSwap.at(4)->getTag() == 1002, "vecForSwap's 5rd element's tag is 1002.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vecForSwap.swap(vecForSwap.at(2), vecForSwap.at(4));
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForSwap.at(2)->getTag() == 1002, "vecForSwap's 3rd element's tag is 1002.");
|
|
|
|
CCASSERT(vecForSwap.at(4)->getTag() == 1004, "vecForSwap's 5rd element's tag is 1004.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// shrinkToFit
|
|
|
|
Vector<Node*> vecForShrink = createVector();
|
|
|
|
vecForShrink.reserve(100);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForShrink.capacity() == 100, "vecForShrink's capacity is 100.");
|
2014-01-03 20:14:03 +08:00
|
|
|
vecForShrink.pushBack(Node::create());
|
|
|
|
vecForShrink.shrinkToFit();
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecForShrink.capacity() == 21, "vecForShrink's capacity is 21.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// get random object
|
|
|
|
// Set the seed by time
|
2016-07-11 11:17:28 +08:00
|
|
|
std::srand((unsigned)time(nullptr));
|
2014-01-03 20:14:03 +08:00
|
|
|
Vector<Node*> vecForRandom = createVector();
|
|
|
|
log("<--- begin ---->");
|
|
|
|
for (int i = 0; i < vecForRandom.size(); ++i)
|
|
|
|
{
|
|
|
|
log("Vector: random object tag = %d", vecForRandom.getRandomObject()->getTag());
|
|
|
|
}
|
|
|
|
log("<---- end ---->");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Self assignment
|
|
|
|
Vector<Node*> vecSelfAssign = createVector();
|
2021-12-28 16:06:23 +08:00
|
|
|
vecSelfAssign = vecSelfAssign;
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecSelfAssign.size() == 20, "vecSelfAssign's size is 20.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& child : vecSelfAssign)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(child);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(child->getReferenceCount() == 2, "child's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
vecSelfAssign = std::move(vecSelfAssign);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(vecSelfAssign.size() == 20, "vecSelfAssign's size is 20.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& child : vecSelfAssign)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(child);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(child->getReferenceCount() == 2, "child's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
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2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// const at
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|
Vector<Node*> vecConstAt = createVector();
|
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constFunc(vecConstAt);
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|
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}
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void TemplateVectorTest::constFunc(const Vector<Node*>& vec) const
|
|
|
|
{
|
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log("vec[8] = %d", vec.at(8)->getTag());
|
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|
}
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std::string TemplateVectorTest::subtitle() const
|
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|
|
{
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return "Vector<T>, should not crash";
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}
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//---------------------------------------------------------------
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void TemplateMapTest::onEnter()
|
|
|
|
{
|
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UnitTestDemo::onEnter();
|
2014-01-03 20:20:40 +08:00
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2021-12-28 16:06:23 +08:00
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auto createMap = []() {
|
2014-01-03 20:14:03 +08:00
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Map<std::string, Node*> ret;
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for (int i = 0; i < 20; ++i)
|
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|
|
{
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auto node = Node::create();
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node->setTag(1000 + i);
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ret.insert(StringUtils::toString(i), node);
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}
|
2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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return ret;
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|
};
|
2014-01-03 20:20:40 +08:00
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2014-01-03 20:14:03 +08:00
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// Default constructor
|
|
|
|
Map<std::string, Node*> map1;
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(map1.empty(), "map1 is empty.");
|
|
|
|
CCASSERT(map1.size() == 0, "map1's size is 0.");
|
|
|
|
CCASSERT(map1.keys().empty(), "map1's keys are empty.");
|
|
|
|
CCASSERT(map1.keys(Node::create()).empty(), "map1's keys don't contain a empty Node.");
|
2014-01-03 20:20:40 +08:00
|
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|
2014-01-03 20:14:03 +08:00
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// Move constructor
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|
Map<std::string, Node*> map2 = createMap();
|
|
|
|
for (const auto& e : map2)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 2, "e.second element's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// Copy constructor
|
|
|
|
Map<std::string, Node*> map3(map2);
|
|
|
|
for (const auto& e : map3)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 3, "e.second's reference count is 3.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Move assignment operator
|
|
|
|
Map<std::string, Node*> map4;
|
|
|
|
auto unusedNode = Node::create();
|
2021-12-28 16:06:23 +08:00
|
|
|
map4.insert("unused", unusedNode);
|
2014-01-03 20:14:03 +08:00
|
|
|
map4 = createMap();
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(unusedNode->getReferenceCount() == 1, "unusedNode's reference count is 1.");
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& e : map4)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 2, "e.second's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Copy assignment operator
|
|
|
|
Map<std::string, Node*> map5;
|
|
|
|
map5 = map4;
|
|
|
|
for (const auto& e : map5)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 3, "e.second's reference count is 3.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Check size
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(map4.size() == map5.size(), "map4's size is equal to map5.size.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& e : map4)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second == map5.find(e.first)->second, "e.second can't be found in map5.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// bucket_count, bucket_size(n), bucket
|
|
|
|
log("--------------");
|
|
|
|
log("bucket_count = %d", static_cast<int>(map4.bucketCount()));
|
|
|
|
log("size = %d", static_cast<int>(map4.size()));
|
|
|
|
for (int i = 0; i < map4.bucketCount(); ++i)
|
|
|
|
{
|
|
|
|
log("bucket_size(%d) = %d", i, static_cast<int>(map4.bucketSize(i)));
|
|
|
|
}
|
|
|
|
for (const auto& e : map4)
|
|
|
|
{
|
|
|
|
log("bucket(\"%s\"), bucket index = %d", e.first.c_str(), static_cast<int>(map4.bucket(e.first)));
|
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
log("----- all keys---------");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// keys and at
|
|
|
|
auto keys = map4.keys();
|
|
|
|
for (const auto& key : keys)
|
|
|
|
{
|
|
|
|
log("key = %s", key.c_str());
|
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
auto node10Key = map4.at("10");
|
|
|
|
map4.insert("100", node10Key);
|
|
|
|
map4.insert("101", node10Key);
|
|
|
|
map4.insert("102", node10Key);
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
log("------ keys for object --------");
|
|
|
|
auto keysForObject = map4.keys(node10Key);
|
|
|
|
for (const auto& key : keysForObject)
|
|
|
|
{
|
|
|
|
log("key = %s", key.c_str());
|
|
|
|
}
|
|
|
|
log("--------------");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// at in const function
|
|
|
|
constFunc(map4);
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// find
|
|
|
|
auto nodeToFind = map4.find("10");
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(nodeToFind);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(nodeToFind->second->getTag() == 1010, "nodeToFind's tag value is 1010.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// insert
|
|
|
|
Map<std::string, Node*> map6;
|
|
|
|
auto node1 = Node::create();
|
|
|
|
node1->setTag(101);
|
|
|
|
auto node2 = Node::create();
|
|
|
|
node2->setTag(102);
|
|
|
|
auto node3 = Node::create();
|
|
|
|
node3->setTag(103);
|
|
|
|
map6.insert("insert01", node1);
|
|
|
|
map6.insert("insert02", node2);
|
|
|
|
map6.insert("insert03", node3);
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(node1->getReferenceCount() == 2, "node1's reference count is 2.");
|
|
|
|
CCASSERT(node2->getReferenceCount() == 2, "node2's reference count is 2.");
|
|
|
|
CCASSERT(node3->getReferenceCount() == 2, "node3's reference count is 2.");
|
|
|
|
CCASSERT(map6.at("insert01") == node1, "The element at insert01 is equal to node1.");
|
|
|
|
CCASSERT(map6.at("insert02") == node2, "The element at insert02 is equal to node2.");
|
|
|
|
CCASSERT(map6.at("insert03") == node3, "The element at insert03 is equal to node3.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// erase
|
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|
|
Map<std::string, Node*> mapForErase = createMap();
|
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|
|
mapForErase.erase(mapForErase.find("9"));
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(mapForErase.find("9") == mapForErase.end(), "9 is already removed.");
|
|
|
|
CCASSERT(mapForErase.size() == 19, "mapForErase's size is 19.");
|
2014-01-03 20:14:03 +08:00
|
|
|
|
|
|
|
mapForErase.erase("7");
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(mapForErase.find("7") == mapForErase.end(), "7 is already removed.");
|
|
|
|
CCASSERT(mapForErase.size() == 18, "mapForErase's size is 18.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
std::vector<std::string> itemsToRemove;
|
|
|
|
itemsToRemove.push_back("2");
|
|
|
|
itemsToRemove.push_back("3");
|
|
|
|
itemsToRemove.push_back("4");
|
|
|
|
mapForErase.erase(itemsToRemove);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(mapForErase.size() == 15, "mapForErase's size is 15.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// clear
|
|
|
|
Map<std::string, Node*> mapForClear = createMap();
|
2021-12-28 16:06:23 +08:00
|
|
|
auto mapForClearCopy = mapForClear;
|
2014-01-03 20:14:03 +08:00
|
|
|
mapForClear.clear();
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& e : mapForClearCopy)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 2, "e.second's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// get random object
|
|
|
|
// Set the seed by time
|
2016-07-11 11:17:28 +08:00
|
|
|
std::srand((unsigned)time(nullptr));
|
2014-01-03 20:14:03 +08:00
|
|
|
Map<std::string, Node*> mapForRandom = createMap();
|
|
|
|
log("<--- begin ---->");
|
|
|
|
for (int i = 0; i < mapForRandom.size(); ++i)
|
|
|
|
{
|
|
|
|
log("Map: random object tag = %d", mapForRandom.getRandomObject()->getTag());
|
|
|
|
}
|
|
|
|
log("<---- end ---->");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
// Self assignment
|
|
|
|
Map<std::string, Node*> mapForSelfAssign = createMap();
|
2021-12-28 16:06:23 +08:00
|
|
|
mapForSelfAssign = mapForSelfAssign;
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(mapForSelfAssign.size() == 20, "mapForSelfAssign's size is 20.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& e : mapForSelfAssign)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 2, "e.second's reference count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
mapForSelfAssign = std::move(mapForSelfAssign);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(mapForSelfAssign.size() == 20, "mapForSelfAssign's size is 20.");
|
2014-01-03 20:20:40 +08:00
|
|
|
|
2014-01-03 20:14:03 +08:00
|
|
|
for (const auto& e : mapForSelfAssign)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CC_UNUSED_PARAM(e);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(e.second->getReferenceCount() == 2, "e.second's reference's count is 2.");
|
2014-01-03 20:14:03 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TemplateMapTest::constFunc(const Map<std::string, Node*>& map) const
|
|
|
|
{
|
|
|
|
log("[%s]=(tag)%d", "0", map.at("0")->getTag());
|
|
|
|
log("[%s]=(tag)%d", "1", map.find("1")->second->getTag());
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string TemplateMapTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "Map<K, V>, should not crash";
|
|
|
|
}
|
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
//----------------------------------
|
|
|
|
|
|
|
|
void ValueTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v1;
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v1.getType() == Value::Type::NONE, "v1's value type should be VALUE::Type::NONE.");
|
|
|
|
CCASSERT(v1.isNull(), "v1 is null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v2(100);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v2.getType() == Value::Type::INTEGER, "v2's value type should be VALUE::Type::INTEGER.");
|
|
|
|
CCASSERT(!v2.isNull(), "v2 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v3(101.4f);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v3.getType() == Value::Type::FLOAT, "v3's value type should be VALUE::Type::FLOAT.");
|
|
|
|
CCASSERT(!v3.isNull(), "v3 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v4(106.1);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v4.getType() == Value::Type::DOUBLE, "v4's value type should be VALUE::Type::DOUBLE.");
|
|
|
|
CCASSERT(!v4.isNull(), "v4 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
unsigned char byte = 50;
|
|
|
|
Value v5(byte);
|
2021-11-19 09:21:17 +08:00
|
|
|
CCASSERT(v5.getType() == Value::Type::INT_UI32, "v5's value type should be Value::Type::INT_UI32.");
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(!v5.isNull(), "v5 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v6(true);
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v6.getType() == Value::Type::BOOLEAN, "v6's value type is Value::Type::BOOLEAN.");
|
|
|
|
CCASSERT(!v6.isNull(), "v6 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v7("string");
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v7.getType() == Value::Type::STRING, "v7's value type is Value::type::STRING.");
|
|
|
|
CCASSERT(!v7.isNull(), "v7 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v8(std::string("string2"));
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v8.getType() == Value::Type::STRING, "v8's value type is Value::Type::STRING.");
|
|
|
|
CCASSERT(!v8.isNull(), "v8 is not null.");
|
2014-01-03 21:06:33 +08:00
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
auto createValueVector = [&]() {
|
2014-01-03 21:06:33 +08:00
|
|
|
ValueVector ret;
|
|
|
|
ret.push_back(v1);
|
|
|
|
ret.push_back(v2);
|
|
|
|
ret.push_back(v3);
|
|
|
|
return ret;
|
|
|
|
};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v9(createValueVector());
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v9.getType() == Value::Type::VECTOR, "v9's value type is Value::Type::VECTOR.");
|
|
|
|
CCASSERT(!v9.isNull(), "v9 is not null.");
|
2014-01-03 21:06:33 +08:00
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
auto createValueMap = [&]() {
|
2014-01-03 21:06:33 +08:00
|
|
|
ValueMap ret;
|
|
|
|
ret["aaa"] = v1;
|
|
|
|
ret["bbb"] = v2;
|
|
|
|
ret["ccc"] = v3;
|
|
|
|
return ret;
|
|
|
|
};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v10(createValueMap());
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v10.getType() == Value::Type::MAP, "v10's value type is Value::Type::MAP.");
|
|
|
|
CCASSERT(!v10.isNull(), "v10 is not null.");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
auto createValueMapIntKey = [&]() {
|
2014-01-03 21:06:33 +08:00
|
|
|
ValueMapIntKey ret;
|
|
|
|
ret[111] = v1;
|
|
|
|
ret[222] = v2;
|
|
|
|
ret[333] = v3;
|
|
|
|
return ret;
|
|
|
|
};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-01-03 21:06:33 +08:00
|
|
|
Value v11(createValueMapIntKey());
|
2015-07-14 15:28:36 +08:00
|
|
|
CCASSERT(v11.getType() == Value::Type::INT_KEY_MAP, "v11's value type is Value::Type::INT_KEY_MAP.");
|
|
|
|
CCASSERT(!v11.isNull(), "v11 is not null.");
|
2014-01-03 21:06:33 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
std::string ValueTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "Value Test, should not crash";
|
|
|
|
}
|
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
void ValueTest::constFunc(const Value& /*value*/) const {}
|
2014-05-10 21:52:19 +08:00
|
|
|
|
|
|
|
// UTFConversionTest
|
|
|
|
|
2014-11-27 05:31:44 +08:00
|
|
|
// FIXME: made as define to prevent compile warnings in release mode. Better is to be a `const static int`
|
|
|
|
#define TEST_CODE_NUM 11
|
2014-05-10 21:52:19 +08:00
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
static const char16_t __utf16Code[] = {
|
|
|
|
0x3042, 0x3044, 0x3046, 0x3048, 0x304A, 0x3042, 0x3044, 0x3046, 0x3048, 0x304A, 0x0041, 0x0000,
|
2014-05-10 21:52:19 +08:00
|
|
|
};
|
|
|
|
|
|
|
|
// to avoid Xcode error, char => unsigned char
|
|
|
|
// If you use this table, please cast manually as (const char *).
|
2021-12-28 16:06:23 +08:00
|
|
|
static const unsigned char __utf8Code[] = {
|
|
|
|
0xE3, 0x81, 0x82, 0xE3, 0x81, 0x84, 0xE3, 0x81, 0x86, 0xE3, 0x81, 0x88, 0xE3, 0x81, 0x8A, 0xE3,
|
|
|
|
0x81, 0x82, 0xE3, 0x81, 0x84, 0xE3, 0x81, 0x86, 0xE3, 0x81, 0x88, 0xE3, 0x81, 0x8A, 0x41, 0x00,
|
2014-05-10 21:52:19 +08:00
|
|
|
};
|
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
static const char16_t WHITE_SPACE_CODE[] = {0x0009, 0x000A, 0x000B, 0x000C, 0x000D, 0x0020, 0x0085, 0x00A0, 0x1680,
|
|
|
|
0x2000, 0x2001, 0x2002, 0x2003, 0x2004, 0x2005, 0x2006, 0x2007, 0x2008,
|
|
|
|
0x2009, 0x200A, 0x2028, 0x2029, 0x202F, 0x205F, 0x3000};
|
2014-05-10 21:52:19 +08:00
|
|
|
|
2014-05-11 11:24:32 +08:00
|
|
|
static void doUTFConversion()
|
2014-05-10 21:52:19 +08:00
|
|
|
{
|
|
|
|
bool isSuccess = false;
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
std::string originalUTF8 = (const char*)__utf8Code;
|
2014-05-10 21:52:19 +08:00
|
|
|
std::u16string originalUTF16 = __utf16Code;
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
|
|
|
std::string utf8Str;
|
|
|
|
isSuccess = StringUtils::UTF16ToUTF8(originalUTF16, utf8Str);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
if (isSuccess)
|
|
|
|
{
|
2021-12-28 16:06:23 +08:00
|
|
|
isSuccess = memcmp(utf8Str.data(), originalUTF8.data(), originalUTF8.length() + 1) == 0;
|
2014-05-10 21:52:19 +08:00
|
|
|
}
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
CCASSERT(isSuccess, "StringUtils::UTF16ToUTF8 failed");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
|
|
|
std::u16string utf16Str;
|
|
|
|
isSuccess = StringUtils::UTF8ToUTF16(originalUTF8, utf16Str);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
if (isSuccess)
|
|
|
|
{
|
2021-12-28 16:06:23 +08:00
|
|
|
isSuccess = memcmp(utf16Str.data(), originalUTF16.data(), originalUTF16.length() + 1) == 0;
|
2014-05-10 21:52:19 +08:00
|
|
|
}
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
CCASSERT(isSuccess && (utf16Str.length() == TEST_CODE_NUM), "StringUtils::UTF8ToUTF16 failed");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
|
|
|
auto vec1 = StringUtils::getChar16VectorFromUTF16String(originalUTF16);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
CCASSERT(vec1.size() == originalUTF16.length(), "StringUtils::getChar16VectorFromUTF16String failed");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
2021-12-28 16:06:23 +08:00
|
|
|
std::vector<char16_t> vec2(vec1);
|
2014-05-10 21:52:19 +08:00
|
|
|
vec2.push_back(0x2009);
|
|
|
|
vec2.push_back(0x2009);
|
|
|
|
vec2.push_back(0x2009);
|
|
|
|
vec2.push_back(0x2009);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
std::vector<char16_t> vec3(vec2);
|
2014-05-10 21:52:19 +08:00
|
|
|
StringUtils::trimUTF16Vector(vec2);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
CCASSERT(vec1.size() == vec2.size(), "StringUtils::trimUTF16Vector failed");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
for (size_t i = 0; i < vec2.size(); i++)
|
2014-05-10 21:52:19 +08:00
|
|
|
{
|
|
|
|
CCASSERT(vec1.at(i) == vec2.at(i), "StringUtils::trimUTF16Vector failed");
|
|
|
|
}
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
2021-12-28 16:06:23 +08:00
|
|
|
CCASSERT(StringUtils::getCharacterCountInUTF8String(originalUTF8) == TEST_CODE_NUM,
|
|
|
|
"StringUtils::getCharacterCountInUTF8String failed");
|
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
2021-12-28 16:06:23 +08:00
|
|
|
CCASSERT(StringUtils::getIndexOfLastNotChar16(vec3, 0x2009) == (vec1.size() - 1),
|
|
|
|
"StringUtils::getIndexOfLastNotChar16 failed");
|
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
2021-12-28 16:06:23 +08:00
|
|
|
CCASSERT(originalUTF16.length() == TEST_CODE_NUM,
|
|
|
|
"The length of the original utf16 string isn't equal to TEST_CODE_NUM");
|
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
//---------------------------
|
|
|
|
size_t whiteCodeNum = sizeof(WHITE_SPACE_CODE) / sizeof(WHITE_SPACE_CODE[0]);
|
2021-12-28 16:06:23 +08:00
|
|
|
for (size_t i = 0; i < whiteCodeNum; i++)
|
2014-05-10 21:52:19 +08:00
|
|
|
{
|
|
|
|
CCASSERT(StringUtils::isUnicodeSpace(WHITE_SPACE_CODE[i]), "StringUtils::isUnicodeSpace failed");
|
|
|
|
}
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
CCASSERT(!StringUtils::isUnicodeSpace(0xFFFF), "StringUtils::isUnicodeSpace failed");
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
CCASSERT(!StringUtils::isCJKUnicode(0xFFFF) && StringUtils::isCJKUnicode(0x3100),
|
|
|
|
"StringUtils::isCJKUnicode failed");
|
2014-05-10 21:52:19 +08:00
|
|
|
}
|
|
|
|
|
2014-05-11 11:24:32 +08:00
|
|
|
void UTFConversionTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
|
|
|
|
|
|
|
for (int i = 0; i < 10000; ++i)
|
|
|
|
{
|
|
|
|
doUTFConversion();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-05-10 21:52:19 +08:00
|
|
|
std::string UTFConversionTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "UTF8 <-> UTF16 Conversion Test, no crash";
|
|
|
|
}
|
2014-11-22 15:52:02 +08:00
|
|
|
|
2016-06-30 01:24:23 +08:00
|
|
|
// UIHelperSubStringTest
|
|
|
|
|
|
|
|
void UIHelperSubStringTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
|
|
|
|
|
|
|
using cocos2d::ui::Helper;
|
|
|
|
{
|
|
|
|
// Trivial case
|
|
|
|
std::string source = "abcdefghij";
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 2) == "ab");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 2, 2) == "cd");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 4, 2) == "ef");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Empty string
|
|
|
|
std::string source = "";
|
|
|
|
|
|
|
|
// OK
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 1) == "");
|
|
|
|
|
|
|
|
// Error: These cases cause "out of range" error
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 1) == "");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Ascii
|
|
|
|
std::string source = "abc";
|
|
|
|
|
|
|
|
// OK
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 2, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 3, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 3) == "abc");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 4) == "abc");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 2) == "bc");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 3) == "bc");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 2, 1) == "c");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 2, 2) == "c");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 3, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 3, 2) == "");
|
|
|
|
|
|
|
|
// Error: These cases cause "out of range" error
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 4, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 4, 1) == "");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// CJK characters
|
|
|
|
std::string source = "这里是中文测试例";
|
|
|
|
|
|
|
|
// OK
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 7, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 8, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 8, 1) == "");
|
2016-08-11 15:54:51 +08:00
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 1) == "\xe8\xbf\x99");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 4) == "\xe8\xbf\x99\xe9\x87\x8c\xe6\x98\xaf\xe4\xb8\xad");
|
2021-12-28 16:06:23 +08:00
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 8) ==
|
|
|
|
"\xe8\xbf\x99\xe9\x87\x8c\xe6\x98\xaf\xe4\xb8\xad\xe6\x96\x87\xe6\xb5\x8b\xe8\xaf\x95\xe4\xbe\x8b");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 100) ==
|
|
|
|
"\xe8\xbf\x99\xe9\x87\x8c\xe6\x98\xaf\xe4\xb8\xad\xe6\x96\x87\xe6\xb5\x8b\xe8\xaf\x95\xe4\xbe\x8b");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 2, 5) ==
|
|
|
|
"\xe6\x98\xaf\xe4\xb8\xad\xe6\x96\x87\xe6\xb5\x8b\xe8\xaf\x95");
|
2016-08-11 15:54:51 +08:00
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 6, 2) == "\xe8\xaf\x95\xe4\xbe\x8b");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 6, 100) == "\xe8\xaf\x95\xe4\xbe\x8b");
|
2016-06-30 01:24:23 +08:00
|
|
|
|
|
|
|
// Error: These cases cause "out of range" error
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 9, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 9, 1) == "");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Redundant UTF-8 sequence for Directory traversal attack (1)
|
|
|
|
std::string source = "\xC0\xAF";
|
|
|
|
|
|
|
|
// Error: Can't convert string to correct encoding such as UTF-32
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 2) == "");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Redundant UTF-8 sequence for Directory traversal attack (2)
|
|
|
|
std::string source = "\xE0\x80\xAF";
|
|
|
|
|
|
|
|
// Error: Can't convert string to correct encoding such as UTF-32
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 3) == "");
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Redundant UTF-8 sequence for Directory traversal attack (3)
|
|
|
|
std::string source = "\xF0\x80\x80\xAF";
|
|
|
|
|
|
|
|
// Error: Can't convert string to correct encoding such as UTF-32
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 0) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 1, 1) == "");
|
|
|
|
CC_ASSERT(Helper::getSubStringOfUTF8String(source, 0, 4) == "");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string UIHelperSubStringTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "ui::Helper::getSubStringOfUTF8String Test";
|
|
|
|
}
|
|
|
|
|
2019-07-19 11:57:11 +08:00
|
|
|
// ParseIntegerListTest
|
2021-12-28 16:06:23 +08:00
|
|
|
void ParseIntegerListTest::onEnter()
|
|
|
|
{
|
2019-07-19 11:57:11 +08:00
|
|
|
UnitTestDemo::onEnter();
|
|
|
|
|
|
|
|
{
|
|
|
|
using cocos2d::utils::parseIntegerList;
|
|
|
|
|
|
|
|
std::vector<int> res1{};
|
|
|
|
EXPECT_EQ(res1, parseIntegerList(""));
|
|
|
|
|
|
|
|
std::vector<int> res2{1};
|
|
|
|
EXPECT_EQ(res2, parseIntegerList("1"));
|
|
|
|
|
|
|
|
std::vector<int> res3{1, 2};
|
|
|
|
EXPECT_EQ(res3, parseIntegerList("1 2"));
|
|
|
|
|
|
|
|
std::vector<int> res4{2, 4, 3, 1, 4, 2, 0, 4, 1, 0, 4, 5};
|
|
|
|
EXPECT_EQ(res4, parseIntegerList("2 4 3 1 4 2 0 4 1 0 4 5"));
|
|
|
|
|
|
|
|
std::vector<int> res5{73, 48, 57, 117, 27, 117, 29, 77, 14, 62, 26, 7, 55, 2};
|
|
|
|
EXPECT_EQ(res5, parseIntegerList("73 48 57 117 27 117 29 77 14 62 26 7 55 2"));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string ParseIntegerListTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "utils::parseIntegerList Test";
|
|
|
|
}
|
|
|
|
|
2017-03-09 10:14:39 +08:00
|
|
|
// ParseUriTest
|
|
|
|
void ParseUriTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://www.facebook.com/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("www.facebook.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("www.facebook.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("fragment", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://www.facebook.com:8080/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("www.facebook.com", u.getHost());
|
|
|
|
EXPECT_EQ(8080, u.getPort());
|
|
|
|
EXPECT_EQ("www.facebook.com:8080", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("fragment", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://127.0.0.1:8080/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("127.0.0.1", u.getHost());
|
|
|
|
EXPECT_EQ(8080, u.getPort());
|
|
|
|
EXPECT_EQ("127.0.0.1:8080", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("fragment", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://[::1]:8080/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("[::1]", u.getHost());
|
|
|
|
EXPECT_EQ("::1", u.getHostName());
|
|
|
|
EXPECT_EQ(8080, u.getPort());
|
|
|
|
EXPECT_EQ("[::1]:8080", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("fragment", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://[2401:db00:20:7004:face:0:29:0]:8080/hello/world?query");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("[2401:db00:20:7004:face:0:29:0]", u.getHost());
|
|
|
|
EXPECT_EQ("2401:db00:20:7004:face:0:29:0", u.getHostName());
|
|
|
|
EXPECT_EQ(8080, u.getPort());
|
|
|
|
EXPECT_EQ("[2401:db00:20:7004:face:0:29:0]:8080", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://[2401:db00:20:7004:face:0:29:0]/hello/world?query");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("[2401:db00:20:7004:face:0:29:0]", u.getHost());
|
|
|
|
EXPECT_EQ("2401:db00:20:7004:face:0:29:0", u.getHostName());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("[2401:db00:20:7004:face:0:29:0]", u.getAuthority());
|
|
|
|
EXPECT_EQ("/hello/world", u.getPath());
|
|
|
|
EXPECT_EQ("query", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString()); // canonical
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://user:pass@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("user", u.getUserName());
|
|
|
|
EXPECT_EQ("pass", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("user:pass@host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://user@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("user", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("user@host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://user:@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("user", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("user@host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ("http://user@host.com/", u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://:pass@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("pass", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(":pass@host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ("http://host.com/", u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://:@host.com/");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("http", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("host.com", u.getHost());
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(80, u.getPort());
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ("host.com", u.getAuthority());
|
|
|
|
EXPECT_EQ("/", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ("http://host.com/", u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("file:///etc/motd");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("file", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("", u.getHost());
|
|
|
|
EXPECT_EQ(0, u.getPort());
|
|
|
|
EXPECT_EQ("", u.getAuthority());
|
|
|
|
EXPECT_EQ("/etc/motd", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("file://etc/motd");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_EQ("file", u.getScheme());
|
|
|
|
EXPECT_EQ("", u.getUserName());
|
|
|
|
EXPECT_EQ("", u.getPassword());
|
|
|
|
EXPECT_EQ("etc", u.getHost());
|
|
|
|
EXPECT_EQ(0, u.getPort());
|
|
|
|
EXPECT_EQ("etc", u.getAuthority());
|
|
|
|
EXPECT_EQ("/motd", u.getPath());
|
|
|
|
EXPECT_EQ("", u.getQuery());
|
|
|
|
EXPECT_EQ("", u.getFragment());
|
|
|
|
EXPECT_EQ(s, u.toString());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// test query parameters
|
|
|
|
std::string s("http://localhost?&key1=foo&key2=&key3&=bar&=bar=&");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri u = Uri::parse(s);
|
2017-03-09 10:14:39 +08:00
|
|
|
auto paramsList = u.getQueryParams();
|
|
|
|
std::map<std::string, std::string> params;
|
2021-12-28 16:06:23 +08:00
|
|
|
for (auto& param : paramsList)
|
|
|
|
{
|
2017-03-09 10:14:39 +08:00
|
|
|
params[param.first] = param.second;
|
|
|
|
}
|
|
|
|
EXPECT_EQ(3, params.size());
|
|
|
|
EXPECT_EQ("foo", params["key1"]);
|
|
|
|
EXPECT_NE(params.end(), params.find("key2"));
|
|
|
|
EXPECT_EQ("", params["key2"]);
|
|
|
|
EXPECT_NE(params.end(), params.find("key3"));
|
|
|
|
EXPECT_EQ("", params["key3"]);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// test query parameters
|
|
|
|
std::string s("http://localhost?&&&&&&&&&&&&&&&");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri u = Uri::parse(s);
|
2017-03-09 10:14:39 +08:00
|
|
|
auto params = u.getQueryParams();
|
|
|
|
EXPECT_TRUE(params.empty());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// test query parameters
|
|
|
|
std::string s("http://localhost?&=invalid_key&key2&key3=foo");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri u = Uri::parse(s);
|
2017-03-09 10:14:39 +08:00
|
|
|
auto paramsList = u.getQueryParams();
|
|
|
|
std::map<std::string, std::string> params;
|
2021-12-28 16:06:23 +08:00
|
|
|
for (auto& param : paramsList)
|
|
|
|
{
|
2017-03-09 10:14:39 +08:00
|
|
|
params[param.first] = param.second;
|
|
|
|
}
|
|
|
|
EXPECT_EQ(2, params.size());
|
|
|
|
EXPECT_NE(params.end(), params.find("key2"));
|
|
|
|
EXPECT_EQ("", params["key2"]);
|
|
|
|
EXPECT_EQ("foo", params["key3"]);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// test query parameters
|
|
|
|
std::string s("http://localhost?&key1=====&&=key2&key3=");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri u = Uri::parse(s);
|
2017-03-09 10:14:39 +08:00
|
|
|
auto paramsList = u.getQueryParams();
|
|
|
|
std::map<std::string, std::string> params;
|
2021-12-28 16:06:23 +08:00
|
|
|
for (auto& param : paramsList)
|
|
|
|
{
|
2017-03-09 10:14:39 +08:00
|
|
|
params[param.first] = param.second;
|
|
|
|
}
|
|
|
|
EXPECT_EQ(1, params.size());
|
|
|
|
EXPECT_NE(params.end(), params.find("key3"));
|
|
|
|
EXPECT_EQ("", params["key3"]);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// test query parameters
|
|
|
|
std::string s("ws://localhost:90?key1=foo=bar&key2=foobar&");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri u = Uri::parse(s);
|
2017-03-09 10:14:39 +08:00
|
|
|
auto paramsList = u.getQueryParams();
|
|
|
|
std::map<std::string, std::string> params;
|
2021-12-28 16:06:23 +08:00
|
|
|
for (auto& param : paramsList)
|
|
|
|
{
|
2017-03-09 10:14:39 +08:00
|
|
|
params[param.first] = param.second;
|
|
|
|
}
|
|
|
|
EXPECT_EQ(1, params.size());
|
|
|
|
EXPECT_EQ("foobar", params["key2"]);
|
|
|
|
|
|
|
|
// copy constructor
|
|
|
|
{
|
|
|
|
Uri v(u);
|
|
|
|
u = v = u;
|
|
|
|
EXPECT_TRUE(v.isValid());
|
|
|
|
EXPECT_EQ("ws", v.getScheme());
|
|
|
|
EXPECT_EQ("localhost", v.getHost());
|
|
|
|
EXPECT_EQ("localhost", v.getHostName());
|
|
|
|
EXPECT_EQ("", v.getPath());
|
|
|
|
EXPECT_EQ(90, v.getPort());
|
|
|
|
EXPECT_EQ("", v.getFragment());
|
|
|
|
EXPECT_EQ("key1=foo=bar&key2=foobar&", v.getQuery());
|
|
|
|
EXPECT_EQ(u, v);
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy assign operator
|
|
|
|
{
|
|
|
|
Uri v;
|
|
|
|
v = u;
|
|
|
|
EXPECT_TRUE(v.isValid());
|
|
|
|
EXPECT_EQ("ws", v.getScheme());
|
|
|
|
EXPECT_EQ("localhost", v.getHost());
|
|
|
|
EXPECT_EQ("localhost", v.getHostName());
|
|
|
|
EXPECT_EQ("", v.getPath());
|
|
|
|
EXPECT_EQ(90, v.getPort());
|
|
|
|
EXPECT_EQ("", v.getFragment());
|
|
|
|
EXPECT_EQ("key1=foo=bar&key2=foobar&", v.getQuery());
|
|
|
|
EXPECT_EQ(u, v);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Self move assignment
|
|
|
|
{
|
|
|
|
u = u;
|
|
|
|
EXPECT_TRUE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
// Self move assignment
|
|
|
|
{
|
|
|
|
u = std::move(u);
|
|
|
|
EXPECT_TRUE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
// move constructor
|
|
|
|
{
|
|
|
|
Uri v = std::move(u);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
EXPECT_TRUE(v.isValid());
|
|
|
|
EXPECT_EQ("ws", v.getScheme());
|
|
|
|
EXPECT_EQ("localhost", v.getHost());
|
|
|
|
EXPECT_EQ("localhost", v.getHostName());
|
|
|
|
EXPECT_EQ("", v.getPath());
|
|
|
|
EXPECT_EQ(90, v.getPort());
|
|
|
|
EXPECT_EQ("", v.getFragment());
|
|
|
|
EXPECT_EQ("key1=foo=bar&key2=foobar&", v.getQuery());
|
|
|
|
u = std::move(v);
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy assign operator
|
|
|
|
{
|
|
|
|
Uri v;
|
|
|
|
v = std::move(u);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
EXPECT_TRUE(v.isValid());
|
|
|
|
EXPECT_EQ("ws", v.getScheme());
|
|
|
|
EXPECT_EQ("localhost", v.getHost());
|
|
|
|
EXPECT_EQ("localhost", v.getHostName());
|
|
|
|
EXPECT_EQ("", v.getPath());
|
|
|
|
EXPECT_EQ(90, v.getPort());
|
|
|
|
EXPECT_EQ("", v.getFragment());
|
|
|
|
EXPECT_EQ("key1=foo=bar&key2=foobar&", v.getQuery());
|
|
|
|
u = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("2http://www.facebook.com");
|
|
|
|
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("www[facebook]com");
|
|
|
|
|
|
|
|
Uri u = Uri::parse("http://" + s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://[::1:8080/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://::1]:8080/hello/world?query#fragment");
|
|
|
|
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://::1:8080/hello/world?query#fragment");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
std::string s("http://2401:db00:20:7004:face:0:29:0/hello/world?query");
|
|
|
|
Uri u = Uri::parse(s);
|
|
|
|
EXPECT_FALSE(u.isValid());
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri http = Uri::parse("http://google.com");
|
|
|
|
Uri https = Uri::parse("https://www.google.com:90");
|
|
|
|
Uri query = Uri::parse("http://google.com:8080/foo/bar?foo=bar");
|
|
|
|
Uri localhost = Uri::parse("http://localhost:8080");
|
|
|
|
Uri ipv6 = Uri::parse("https://[2001:0db8:85a3:0042:1000:8a2e:0370:7334]");
|
|
|
|
Uri ipv6short = Uri::parse("http://[2001:db8:85a3:42:1000:8a2e:370:7334]");
|
|
|
|
Uri ipv6port = Uri::parse("http://[2001:db8:85a3:42:1000:8a2e:370:7334]:90");
|
2017-03-09 10:14:39 +08:00
|
|
|
Uri ipv6abbrev = Uri::parse("http://[2001::7334:a:90]");
|
2021-12-28 16:06:23 +08:00
|
|
|
Uri ipv6http = Uri::parse("http://[2001::7334:a]:90");
|
|
|
|
Uri ipv6query = Uri::parse("http://[2001::7334:a]:90/foo/bar?foo=bar");
|
2017-03-09 10:14:39 +08:00
|
|
|
|
|
|
|
EXPECT_EQ(http.getScheme(), "http");
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(http.getPort(), 80);
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(http.getHost(), "google.com");
|
|
|
|
EXPECT_EQ(https.getScheme(), "https");
|
|
|
|
EXPECT_EQ(https.getPort(), 90);
|
|
|
|
EXPECT_EQ(https.getHost(), "www.google.com");
|
|
|
|
EXPECT_EQ(query.getPort(), 8080);
|
|
|
|
EXPECT_EQ(query.getPathEtc(), "/foo/bar?foo=bar");
|
|
|
|
EXPECT_EQ(localhost.getScheme(), "http");
|
|
|
|
EXPECT_EQ(localhost.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(localhost.getPort(), 8080);
|
|
|
|
EXPECT_EQ(ipv6.getScheme(), "https");
|
|
|
|
EXPECT_EQ(ipv6.getHostName(), "2001:0db8:85a3:0042:1000:8a2e:0370:7334");
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(ipv6.getPort(), 443);
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(ipv6short.getScheme(), "http");
|
|
|
|
EXPECT_EQ(ipv6short.getHostName(), "2001:db8:85a3:42:1000:8a2e:370:7334");
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(ipv6short.getPort(), 80);
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(ipv6port.getScheme(), "http");
|
|
|
|
EXPECT_EQ(ipv6port.getHostName(), "2001:db8:85a3:42:1000:8a2e:370:7334");
|
|
|
|
EXPECT_EQ(ipv6port.getPort(), 90);
|
|
|
|
EXPECT_EQ(ipv6abbrev.getScheme(), "http");
|
|
|
|
EXPECT_EQ(ipv6abbrev.getHostName(), "2001::7334:a:90");
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(ipv6abbrev.getPort(), 80);
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(ipv6http.getScheme(), "http");
|
|
|
|
EXPECT_EQ(ipv6http.getPort(), 90);
|
|
|
|
EXPECT_EQ(ipv6http.getHostName(), "2001::7334:a");
|
|
|
|
EXPECT_EQ(ipv6query.getScheme(), "http");
|
|
|
|
EXPECT_EQ(ipv6query.getPort(), 90);
|
|
|
|
EXPECT_EQ(ipv6query.getHostName(), "2001::7334:a");
|
|
|
|
EXPECT_EQ(ipv6query.getPathEtc(), "/foo/bar?foo=bar");
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
Uri u0 = Uri::parse("http://localhost:84/foo.html?&q=123");
|
|
|
|
Uri u1 = Uri::parse("https://localhost:82/foo.html?&q=1");
|
|
|
|
Uri u2 = Uri::parse("ws://localhost/foo");
|
|
|
|
Uri u3 = Uri::parse("localhost/foo");
|
|
|
|
Uri u4 = Uri::parse("localhost:8080");
|
|
|
|
Uri u5 = Uri::parse("bb://localhost?&foo=12:4&ccc=13");
|
|
|
|
Uri u6 = Uri::parse("cc://localhost:91?&foo=321&bbb=1");
|
|
|
|
|
|
|
|
EXPECT_EQ(u0.getScheme(), "http");
|
|
|
|
EXPECT_EQ(u0.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u0.getPort(), 84);
|
|
|
|
EXPECT_EQ(u0.getPath(), "/foo.html");
|
|
|
|
EXPECT_EQ(u0.getPathEtc(), "/foo.html?&q=123");
|
|
|
|
|
|
|
|
EXPECT_EQ(u1.getScheme(), "https");
|
|
|
|
EXPECT_EQ(u1.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u1.getPort(), 82);
|
|
|
|
EXPECT_EQ(u1.getPathEtc(), "/foo.html?&q=1");
|
|
|
|
|
|
|
|
EXPECT_EQ(u2.getScheme(), "ws");
|
|
|
|
EXPECT_EQ(u2.getHost(), "localhost");
|
2021-09-04 00:22:47 +08:00
|
|
|
EXPECT_EQ(u2.getPort(), 80);
|
2017-03-09 10:14:39 +08:00
|
|
|
EXPECT_EQ(u2.getPath(), "/foo");
|
|
|
|
|
|
|
|
EXPECT_EQ(u3.getScheme(), "");
|
|
|
|
EXPECT_EQ(u3.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u3.getPort(), 0);
|
|
|
|
EXPECT_EQ(u3.getPath(), "/foo");
|
|
|
|
|
|
|
|
EXPECT_EQ(u4.getScheme(), "");
|
|
|
|
EXPECT_EQ(u4.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u4.getPort(), 8080);
|
|
|
|
EXPECT_EQ(u4.getPath(), "");
|
|
|
|
EXPECT_EQ(u4.getPathEtc(), "");
|
|
|
|
|
|
|
|
EXPECT_EQ(u5.getScheme(), "bb");
|
|
|
|
EXPECT_EQ(u5.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u5.getPort(), 0);
|
|
|
|
EXPECT_EQ(u5.getPath(), "");
|
|
|
|
EXPECT_EQ(u5.getPathEtc(), "?&foo=12:4&ccc=13");
|
|
|
|
EXPECT_EQ(u5.getQuery(), "&foo=12:4&ccc=13");
|
|
|
|
|
|
|
|
EXPECT_EQ(u6.getScheme(), "cc");
|
|
|
|
EXPECT_EQ(u6.getHost(), "localhost");
|
|
|
|
EXPECT_EQ(u6.getPort(), 91);
|
|
|
|
EXPECT_EQ(u6.getPath(), "");
|
|
|
|
EXPECT_EQ(u6.getPathEtc(), "?&foo=321&bbb=1");
|
|
|
|
EXPECT_EQ(u6.getQuery(), "&foo=321&bbb=1");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string ParseUriTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "Uri::parse Test";
|
|
|
|
}
|
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// MathUtilTest
|
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
namespace UnitTest
|
|
|
|
{
|
2014-11-22 15:52:02 +08:00
|
|
|
|
|
|
|
#ifdef INCLUDE_NEON32
|
2021-12-28 16:06:23 +08:00
|
|
|
# include "math/MathUtilNeon.inl"
|
2014-11-22 15:52:02 +08:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef INCLUDE_NEON64
|
2021-12-28 16:06:23 +08:00
|
|
|
# include "math/MathUtilNeon64.inl"
|
2014-11-22 15:52:02 +08:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef INCLUDE_SSE
|
2021-12-28 16:06:23 +08:00
|
|
|
// FIXME: #include "math/MathUtilSSE.inl"
|
2014-11-22 15:52:02 +08:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#include "math/MathUtil.inl"
|
|
|
|
|
2021-12-28 16:06:23 +08:00
|
|
|
} // namespace UnitTest
|
2014-11-25 16:36:07 +08:00
|
|
|
|
|
|
|
// I know the next line looks ugly, but it's a way to test MathUtil. :)
|
|
|
|
using namespace UnitTest::cocos2d;
|
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
static void __checkMathUtilResult(const char* description, const float* a1, const float* a2, int size)
|
|
|
|
{
|
|
|
|
log("-------------checking %s ----------------------------", description);
|
|
|
|
// Check whether the result of the optimized instruction is the same as which is implemented in C
|
|
|
|
for (int i = 0; i < size; ++i)
|
|
|
|
{
|
2021-12-28 16:06:23 +08:00
|
|
|
bool r = fabs(a1[i] - a2[i]) < 0.00001f; // FLT_EPSILON;
|
2014-11-22 15:52:02 +08:00
|
|
|
if (r)
|
|
|
|
{
|
|
|
|
log("Correct: a1[%d]=%f, a2[%d]=%f", i, a1[i], i, a2[i]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
log("Wrong: a1[%d]=%f, a2[%d]=%f", i, a1[i], i, a2[i]);
|
|
|
|
}
|
2014-11-25 16:36:07 +08:00
|
|
|
CCASSERT(r, "The optimized instruction is implemented in a wrong way, please check it!");
|
2014-11-22 15:52:02 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void MathUtilTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
const int MAT4_SIZE = 16;
|
|
|
|
const int VEC4_SIZE = 4;
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
const float inMat41[MAT4_SIZE] = {
|
2021-12-28 16:06:23 +08:00
|
|
|
0.234023f, 2.472349f, 1.984244f, 2.23348f, 0.634124f, 0.234975f, 6.384572f, 0.82368f,
|
|
|
|
0.738028f, 1.845237f, 1.934721f, 1.62343f, 0.339023f, 3.472452f, 1.324714f, 4.23852f,
|
2014-11-22 15:52:02 +08:00
|
|
|
};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
const float inMat42[MAT4_SIZE] = {
|
2021-12-28 16:06:23 +08:00
|
|
|
1.640232f, 4.472349f, 0.983244f, 1.23343f, 2.834124f, 8.234975f, 0.082572f, 3.82464f,
|
|
|
|
3.238028f, 2.845237f, 0.331721f, 4.62544f, 4.539023f, 9.472452f, 3.520714f, 2.23252f,
|
2014-11-22 15:52:02 +08:00
|
|
|
};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
const float scalar = 1.323298f;
|
2021-12-28 16:06:23 +08:00
|
|
|
const float x = 0.432234f;
|
|
|
|
const float y = 1.333229f;
|
|
|
|
const float z = 2.535292f;
|
|
|
|
const float w = 4.632234f;
|
|
|
|
|
|
|
|
const float inVec4[VEC4_SIZE] = {2.323478f, 0.238482f, 4.223783f, 7.238238f};
|
2014-11-22 15:52:02 +08:00
|
|
|
const float inVec42[VEC4_SIZE] = {0.322374f, 8.258883f, 3.293683f, 2.838337f};
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
float outMat4Opt[MAT4_SIZE] = {0};
|
2021-12-28 16:06:23 +08:00
|
|
|
float outMat4C[MAT4_SIZE] = {0};
|
2014-11-22 15:52:02 +08:00
|
|
|
float outVec4Opt[VEC4_SIZE] = {0};
|
2021-12-28 16:06:23 +08:00
|
|
|
float outVec4C[VEC4_SIZE] = {0};
|
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void addMatrix(const float* m, float scalar, float* dst);
|
|
|
|
MathUtilC::addMatrix(inMat41, scalar, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::addMatrix(inMat41, scalar, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::addMatrix(inMat41, scalar, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void addMatrix(const float* m, float scalar, float* dst);", outMat4C,
|
|
|
|
outMat4Opt, MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void addMatrix(const float* m1, const float* m2, float* dst);
|
|
|
|
MathUtilC::addMatrix(inMat41, inMat42, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::addMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::addMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void addMatrix(const float* m1, const float* m2, float* dst);", outMat4C,
|
|
|
|
outMat4Opt, MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
|
|
|
|
|
|
|
// inline static void subtractMatrix(const float* m1, const float* m2, float* dst);
|
|
|
|
MathUtilC::subtractMatrix(inMat41, inMat42, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::subtractMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::subtractMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void subtractMatrix(const float* m1, const float* m2, float* dst);", outMat4C,
|
|
|
|
outMat4Opt, MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void multiplyMatrix(const float* m, float scalar, float* dst);
|
|
|
|
MathUtilC::multiplyMatrix(inMat41, scalar, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::multiplyMatrix(inMat41, scalar, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::multiplyMatrix(inMat41, scalar, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void multiplyMatrix(const float* m, float scalar, float* dst);", outMat4C,
|
|
|
|
outMat4Opt, MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void multiplyMatrix(const float* m1, const float* m2, float* dst);
|
|
|
|
MathUtilC::multiplyMatrix(inMat41, inMat42, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::multiplyMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::multiplyMatrix(inMat41, inMat42, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void multiplyMatrix(const float* m1, const float* m2, float* dst);", outMat4C,
|
|
|
|
outMat4Opt, MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void negateMatrix(const float* m, float* dst);
|
|
|
|
MathUtilC::negateMatrix(inMat41, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::negateMatrix(inMat41, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::negateMatrix(inMat41, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void negateMatrix(const float* m, float* dst);", outMat4C, outMat4Opt,
|
|
|
|
MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void transposeMatrix(const float* m, float* dst);
|
|
|
|
MathUtilC::transposeMatrix(inMat41, outMat4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::transposeMatrix(inMat41, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::transposeMatrix(inMat41, outMat4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void transposeMatrix(const float* m, float* dst);", outMat4C, outMat4Opt,
|
|
|
|
MAT4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outMat4C, 0, sizeof(outMat4C));
|
|
|
|
memset(outMat4Opt, 0, sizeof(outMat4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void transformVec4(const float* m, float x, float y, float z, float w, float* dst);
|
|
|
|
MathUtilC::transformVec4(inMat41, x, y, z, w, outVec4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::transformVec4(inMat41, x, y, z, w, outVec4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::transformVec4(inMat41, x, y, z, w, outVec4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult(
|
|
|
|
"inline static void transformVec4(const float* m, float x, float y, float z, float w, float* dst);", outVec4C,
|
|
|
|
outVec4Opt, VEC4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outVec4C, 0, sizeof(outVec4C));
|
|
|
|
memset(outVec4Opt, 0, sizeof(outVec4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void transformVec4(const float* m, const float* v, float* dst);
|
|
|
|
MathUtilC::transformVec4(inMat41, inVec4, outVec4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::transformVec4(inMat41, inVec4, outVec4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::transformVec4(inMat41, inVec4, outVec4Opt);
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|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
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|
|
|
2014-11-22 15:52:02 +08:00
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|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void transformVec4(const float* m, const float* v, float* dst);", outVec4C,
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|
|
|
outVec4Opt, VEC4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outVec4C, 0, sizeof(outVec4C));
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|
|
|
memset(outVec4Opt, 0, sizeof(outVec4Opt));
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
// inline static void crossVec3(const float* v1, const float* v2, float* dst);
|
|
|
|
MathUtilC::crossVec3(inVec4, inVec42, outVec4C);
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON32
|
|
|
|
MathUtilNeon::crossVec3(inVec4, inVec42, outVec4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_NEON64
|
|
|
|
MathUtilNeon64::crossVec3(inVec4, inVec42, outVec4Opt);
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
2014-11-22 15:52:02 +08:00
|
|
|
#ifdef INCLUDE_SSE
|
|
|
|
// FIXME:
|
|
|
|
#endif
|
2021-12-28 16:06:23 +08:00
|
|
|
|
|
|
|
__checkMathUtilResult("inline static void crossVec3(const float* v1, const float* v2, float* dst);", outVec4C,
|
|
|
|
outVec4Opt, VEC4_SIZE);
|
2014-11-22 15:52:02 +08:00
|
|
|
// Clean
|
|
|
|
memset(outVec4C, 0, sizeof(outVec4C));
|
|
|
|
memset(outVec4Opt, 0, sizeof(outVec4Opt));
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string MathUtilTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "MathUtilTest";
|
|
|
|
}
|
2017-12-12 17:49:11 +08:00
|
|
|
|
|
|
|
// ResizableBufferAdapterTest
|
|
|
|
|
|
|
|
void ResizableBufferAdapterTest::onEnter()
|
|
|
|
{
|
|
|
|
UnitTestDemo::onEnter();
|
|
|
|
|
|
|
|
Data data;
|
|
|
|
ResizableBufferAdapter<Data> buffer(&data);
|
|
|
|
|
|
|
|
FileUtils::getInstance()->getContents("effect1.wav", &buffer);
|
|
|
|
EXPECT_EQ(data.getSize(), 10026);
|
|
|
|
|
|
|
|
FileUtils::getInstance()->getContents("effect2.ogg", &buffer);
|
|
|
|
EXPECT_EQ(data.getSize(), 4278);
|
|
|
|
|
|
|
|
FileUtils::getInstance()->getContents("effect1.wav", &buffer);
|
|
|
|
EXPECT_EQ(data.getSize(), 10026);
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string ResizableBufferAdapterTest::subtitle() const
|
|
|
|
{
|
|
|
|
return "ResiziableBufferAdapter<Data> Test";
|
|
|
|
}
|