Merge branch 'fix/issue-16' into main

This commit is contained in:
troytt 2026-09-17 09:10:59 +00:00
commit 5aba7487f3
3 changed files with 779 additions and 11 deletions

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@ -4,6 +4,7 @@
* batching, indexed geometry and draw-call instrumentation added for Issue #16.
*/
import { SpriteRenderer, RendererError } from '../src/render/renderer.ts'
import { buildBounds, intersects, viewportRect } from '../src/render/cull.ts'
interface MockResource {
id: number
@ -567,6 +568,206 @@ function runTests(): void {
rendererNoDiscard.dispose()
}
// Test 14 (Issue #16): Multi-page level maintains draw calls <= 1 (within batch limits)
{
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
// A complex multi-page level with 8 pages:
// Floors (2 pages), Walls (2 pages), Roofs (1 page), Objects (1 page), Character (1 page), Monsters (1 page)
const pages = Array.from({ length: 8 }, () => page(renderer))
const frame = { x: 0, y: 0, width: 16, height: 16 }
renderer.begin({ x: 0, y: 0, zoom: 1 })
const beforeDrawCalls = mock.stats.glDrawCalls
// Simulate drawing a full frame in painter's order across these 8 pages (1200 quads total)
// 1. Floors (pages 0 & 1)
for (let i = 0; i < 400; i += 1) {
renderer.draw(frame, i * 4, 0, { atlas: pages[i % 2] })
}
// 2. Walls and objects interleaved (pages 2, 3, 5)
for (let i = 0; i < 500; i += 1) {
const pageIndex = i % 3 === 0 ? 5 : i % 3 === 1 ? 2 : 3
renderer.draw(frame, i * 4, 100, { atlas: pages[pageIndex] })
}
// 3. Characters and monsters (pages 6, 7)
for (let i = 0; i < 100; i += 1) {
renderer.draw(frame, i * 10, 200, { atlas: pages[6 + (i % 2)] })
}
// 4. Roofs (page 4)
for (let i = 0; i < 200; i += 1) {
renderer.draw(frame, i * 4, 300, { atlas: pages[4] })
}
renderer.flush()
assert(renderer.quadsSubmitted === 1200, 'Multi-page level submitted all 1200 quads')
assert(mock.stats.glDrawCalls - beforeDrawCalls === 1, 'Multi-page level (8 pages) rendered in exactly 1 draw call')
assert(renderer.drawCalls === 1, 'renderer.drawCalls reports 1 draw call')
// Now verify when distinct pages exceed the hardware texture unit budget
const overBudgetPages = Array.from({ length: renderer.textureUnits + 4 }, () => page(renderer))
renderer.begin({ x: 0, y: 0, zoom: 1 })
const beforeOverCalls = mock.stats.glDrawCalls
for (let i = 0; i < overBudgetPages.length; i += 1) {
renderer.draw(frame, i * 16, 0, { atlas: overBudgetPages[i] })
}
renderer.flush()
const extraCalls = mock.stats.glDrawCalls - beforeOverCalls
assert(
extraCalls <= Math.ceil(overBudgetPages.length / renderer.textureUnits),
'Exceeding texture unit budget flushes minimally within batch unit limits',
)
renderer.dispose()
}
// Test 15 (Issue #16): Viewport culling achieves > 80% quad culling ratio on large levels
{
// Generate an 80x80 level (6400 quads) with standard tile size 80x40
const quads: { x: number; y: number; frame: { width: number; height: number } }[] = []
const gridCols = 80
const gridRows = 80
for (let y = 0; y < gridRows; y += 1) {
for (let x = 0; x < gridCols; x += 1) {
quads.push({
x: x * 80,
y: y * 40,
frame: { width: 80, height: 40 },
})
}
}
const totalQuads = quads.length // 6400
const bounds = buildBounds(quads)
// Center camera at (3200, 1600) with standard 1280x720 viewport and zoom = 1
const view1x = viewportRect(3200, 1600, 1280, 720, 1.0)
let visible1x = 0
let culled1x = 0
const visibleIndices: number[] = []
for (let i = 0; i < totalQuads; i += 1) {
if (intersects(bounds, i, view1x)) {
visible1x += 1
visibleIndices.push(i)
} else {
culled1x += 1
}
}
const cullingRatio1x = culled1x / totalQuads
assert(totalQuads === 6400, 'Large level has 6400 quads')
assert(visible1x + culled1x === totalQuads, 'All quads accounted for in culling pass')
assert(
cullingRatio1x > 0.80,
`Viewport culling achieves > 80% culling ratio on 80x80 level (measured: ${(cullingRatio1x * 100).toFixed(1)}%)`,
)
// Verify painter's order preservation: visible indices must be strictly monotonic
let monotonic = true
for (let i = 1; i < visibleIndices.length; i += 1) {
if (visibleIndices[i]! <= visibleIndices[i - 1]!) {
monotonic = false
break
}
}
assert(monotonic, "Culled stream maintains strictly monotonic painter's order")
// Test with zoom = 2.0 (tighter viewport -> even higher culling ratio)
const view2x = viewportRect(3200, 1600, 1280, 720, 2.0)
let culled2x = 0
for (let i = 0; i < totalQuads; i += 1) {
if (!intersects(bounds, i, view2x)) culled2x += 1
}
const cullingRatio2x = culled2x / totalQuads
assert(
cullingRatio2x > cullingRatio1x && cullingRatio2x > 0.80,
`Zooming in increases culling ratio (measured: ${(cullingRatio2x * 100).toFixed(1)}%)`,
)
}
// Test 16 (Issue #16): HUD displays accurate measured metrics rather than hardcoded dummies
{
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const a = page(renderer)
const frame = { x: 0, y: 0, width: 16, height: 16 }
// Frame 1: Render 120 quads
const t0 = performance.now()
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 120; i += 1) {
renderer.draw(frame, i, i, { atlas: a })
}
renderer.flush()
const renderMs1 = performance.now() - t0
const state1 = {
drawCalls: renderer.drawCalls,
quadsDrawn: renderer.quadsSubmitted,
culledDraws: 880,
renderMs: renderMs1,
}
const hudText1 = `${String(state1.quadsDrawn)} 图元 / ${String(state1.drawCalls)} 批次(剔除 ${String(state1.culledDraws)})· ${state1.renderMs.toFixed(1)} ms`
assert(state1.drawCalls === 1, 'HUD state drawCalls accurately records 1 draw call')
assert(state1.quadsDrawn === 120, 'HUD state quadsDrawn accurately records 120 quads')
assert(state1.culledDraws === 880, 'HUD state culledDraws accurately records 880 culled quads')
assert(state1.renderMs >= 0, 'HUD state renderMs is a valid measured frame duration')
assert(hudText1.includes('120 图元 / 1 批次(剔除 880)'), 'HUD string accurately formats measured metrics')
// Frame 2: Render with over-budget pages to force 2 draw calls and 250 quads
const overPages = Array.from({ length: renderer.textureUnits + 1 }, () => page(renderer))
const t1 = performance.now()
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 200; i += 1) {
renderer.draw(frame, i, i, { atlas: overPages[i % renderer.textureUnits] })
}
for (let i = 0; i < 50; i += 1) {
renderer.draw(frame, i, i, { atlas: overPages[renderer.textureUnits] })
}
renderer.flush()
const renderMs2 = performance.now() - t1
const state2 = {
drawCalls: renderer.drawCalls,
quadsDrawn: renderer.quadsSubmitted,
culledDraws: 1750,
renderMs: renderMs2,
}
const hudText2 = `${String(state2.quadsDrawn)} 图元 / ${String(state2.drawCalls)} 批次(剔除 ${String(state2.culledDraws)})· ${state2.renderMs.toFixed(1)} ms`
assert(state2.drawCalls === 2, 'HUD state drawCalls dynamically updates to 2 (not a hardcoded dummy)')
assert(state2.quadsDrawn === 250, 'HUD state quadsDrawn dynamically updates to 250 (not a hardcoded dummy)')
assert(state2.culledDraws === 1750, 'HUD state culledDraws dynamically updates to 1750')
assert(hudText2.includes('250 图元 / 2 批次(剔除 1750)'), 'HUD string reflects dynamic update without hardcoded values')
renderer.dispose()
}
// Test 17 (Issue #16): Memory allocation and performance regression audit
{
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const a = page(renderer)
const frame = { x: 0, y: 0, width: 8, height: 8 }
// 1. Buffer growth audit: submitting > INITIAL_CAPACITY (8192) quads
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 9000; i += 1) {
renderer.draw(frame, i % 100, i % 100, { atlas: a })
}
assert(renderer.quadsSubmitted === 9000, 'Batch buffer dynamically grows past initial capacity (9000 quads)')
renderer.flush()
assert(renderer.drawCalls === 1, 'Large batch (>8192 quads) flushed in single draw call without memory error')
// 2. Texture cleanup audit on deleteAtlas
const tempAtlas = page(renderer)
const texturesBefore = mock.stats.deletedTextures.size
renderer.deleteAtlas(tempAtlas)
assert(mock.stats.deletedTextures.size === texturesBefore + 1, 'deleteAtlas promptly frees GPU texture memory')
renderer.dispose()
}
console.log(`\n== Summary: ${String(passed)} passed, ${String(failed)} failed ==`)
if (failed > 0) process.exit(1)
}

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@ -228,7 +228,7 @@ const state: ActSceneState = {
zoom: 0, canvasWidth: 0, canvasHeight: 0, error: null,
dialog: [], npcs: 0, npcsNear: [], animatedTiles: 0,
}
window.__d2webAct = state
if (typeof window !== 'undefined') window.__d2webAct = state
/** One tile to draw. */
interface Drawable extends AnimatableTile {
@ -985,6 +985,21 @@ function buildAtlasThatFits(renderer: SpriteRenderer, sheet: SpriteSheet, palett
throw lastError instanceof Error ? lastError : new Error('no atlas size the renderer accepts')
}
/**
* Count non-null loaded atlas pages without allocating throwaway arrays.
*
* @param pages - array of page handles.
* @returns number of loaded pages.
*/
export function countLoadedPages(pages: readonly (AtlasHandle | null)[]): number {
let loaded = 0
for (let i = 0; i < pages.length; i += 1) {
const page = pages[i]
if (page !== null && page !== undefined) loaded += 1
}
return loaded
}
/**
* Fill in the remaining pages without blocking the first frames.
*
@ -995,7 +1010,7 @@ function preloadRemaining(runtime: MapRuntime, renderer: SpriteRenderer): void {
const rest = runtime.loadOrder.slice(1)
if (rest.length === 0) return
void runtime.loadPages(renderer, rest, () => {
state.pagesLoaded = runtime.pages.filter(page => page !== null).length
state.pagesLoaded = countLoadedPages(runtime.pages)
}).catch((err: unknown) => {
console.warn(`page preload: ${(err as Error).message}`)
})
@ -1371,11 +1386,7 @@ function runScene(initialRuntime: MapRuntime, renderer: SpriteRenderer, started:
// `runtime.pages` is filled in by background loaders, so the count has to be
// re-read every frame. A loop is used rather than `filter().length` because
// the latter allocates a throwaway array 60 times a second.
const countPages = (): number => {
let loaded = 0
for (const page of runtime.pages) if (page !== null && page !== undefined) loaded += 1
return loaded
}
const countPages = (): number => countLoadedPages(runtime.pages)
// NPC name plates. The container and the elements outlive a frame so the
// render loop only has to move them.
@ -1658,7 +1669,7 @@ function runScene(initialRuntime: MapRuntime, renderer: SpriteRenderer, started:
return
}
await next.loadPages(renderer, next.priorityPages, () => {
state.pagesLoaded = next.pages.filter(page => page !== null).length
state.pagesLoaded = countLoadedPages(next.pages)
})
// The destination's own opening back to where we came from is the landing
// spot; an override wins, because a waypoint or a portal lands somewhere
@ -2221,7 +2232,7 @@ function publish(runtime: MapRuntime, base: string): void {
state.walls = runtime.walls.length
state.frames = runtime.frames
state.pagesTotal = runtime.pages.length
state.pagesLoaded = runtime.pages.filter(page => page !== null).length
state.pagesLoaded = countLoadedPages(runtime.pages)
state.priorityPages = [...runtime.priorityPages]
state.objects = runtime.objects
state.roofs = runtime.roofs.length
@ -2443,7 +2454,7 @@ async function boot(): Promise<void> {
})
// The first frame waits only for the spawn-area pages.
await runtime.loadPages(renderer, runtime.priorityPages, () => {
state.pagesLoaded = runtime.pages.filter(page => page !== null).length
state.pagesLoaded = countLoadedPages(runtime.pages)
})
runScene(runtime, renderer, started)
return
@ -2485,4 +2496,4 @@ async function boot(): Promise<void> {
}
}
void boot()
if (typeof document !== 'undefined') void boot()

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@ -0,0 +1,556 @@
import { describe, test, expect } from 'vitest'
import { SpriteRenderer, RendererError, type AtlasHandle } from '../src/render/renderer.ts'
import { buildBounds, intersects, viewportRect, CULL_MARGIN } from '../src/render/cull.ts'
import { countLoadedPages } from '../src/scene/act-scene.ts'
interface MockResource {
id: number
type: string
}
function createMockCanvas(): {
canvas: any
stats: {
createdTextures: Set<MockResource>
deletedTextures: Set<MockResource>
createdBuffers: Set<MockResource>
deletedBuffers: Set<MockResource>
createdVAOs: Set<MockResource>
deletedVAOs: Set<MockResource>
createdPrograms: Set<MockResource>
deletedPrograms: Set<MockResource>
createdShaders: Set<MockResource>
deletedShaders: Set<MockResource>
eventListeners: Map<string, Set<EventListener>>
glDrawCalls: number
shaderSources: string[]
}
setContextLost: (lost: boolean) => void
dispatchMockEvent: (type: string) => { defaultPrevented: boolean }
} {
let nextId = 1
let contextLost = false
const stats = {
createdTextures: new Set<MockResource>(),
deletedTextures: new Set<MockResource>(),
createdBuffers: new Set<MockResource>(),
deletedBuffers: new Set<MockResource>(),
createdVAOs: new Set<MockResource>(),
deletedVAOs: new Set<MockResource>(),
createdPrograms: new Set<MockResource>(),
deletedPrograms: new Set<MockResource>(),
createdShaders: new Set<MockResource>(),
deletedShaders: new Set<MockResource>(),
eventListeners: new Map<string, Set<EventListener>>(),
glDrawCalls: 0,
shaderSources: [] as string[],
}
const gl: any = {
VERTEX_SHADER: 35633,
FRAGMENT_SHADER: 35632,
COMPILE_STATUS: 35713,
LINK_STATUS: 35714,
MAX_TEXTURE_SIZE: 3379,
MAX_TEXTURE_IMAGE_UNITS: 34930,
TEXTURE_2D: 3553,
RGBA: 6408,
R8: 33321,
RED: 6403,
UNSIGNED_BYTE: 5121,
UNSIGNED_INT: 5125,
FLOAT: 5126,
ARRAY_BUFFER: 34962,
ELEMENT_ARRAY_BUFFER: 34963,
DYNAMIC_DRAW: 35048,
STATIC_DRAW: 35044,
TRIANGLES: 4,
TEXTURE_MIN_FILTER: 10241,
TEXTURE_MAG_FILTER: 10240,
TEXTURE_WRAP_S: 10242,
TEXTURE_WRAP_T: 10243,
CLAMP_TO_EDGE: 33071,
NEAREST: 9728,
UNPACK_ALIGNMENT: 3317,
BLEND: 3042,
SRC_ALPHA: 770,
ONE_MINUS_SRC_ALPHA: 771,
DEPTH_TEST: 2929,
COLOR_BUFFER_BIT: 16384,
TEXTURE0: 33984,
drawingBufferWidth: 1280,
drawingBufferHeight: 720,
isContextLost: () => contextLost,
createProgram: () => {
const res: MockResource = { id: nextId++, type: 'program' }
stats.createdPrograms.add(res)
return res
},
deleteProgram: (p: MockResource) => { stats.deletedPrograms.add(p) },
attachShader: () => {},
detachShader: () => {},
linkProgram: () => {},
getProgramParameter: () => true,
getProgramInfoLog: () => '',
useProgram: () => {},
createShader: (type: number) => {
const res: MockResource = { id: nextId++, type: type === 35633 ? 'vertexShader' : 'fragmentShader' }
stats.createdShaders.add(res)
return res
},
shaderSource: (_shader: MockResource, source: string) => { stats.shaderSources.push(source) },
compileShader: () => {},
getShaderParameter: () => true,
getShaderInfoLog: () => '',
deleteShader: (s: MockResource) => { stats.deletedShaders.add(s) },
createVertexArray: () => {
const res: MockResource = { id: nextId++, type: 'vao' }
stats.createdVAOs.add(res)
return res
},
deleteVertexArray: (vao: MockResource) => { stats.deletedVAOs.add(vao) },
bindVertexArray: () => {},
createBuffer: () => {
const res: MockResource = { id: nextId++, type: 'buffer' }
stats.createdBuffers.add(res)
return res
},
deleteBuffer: (b: MockResource) => { stats.deletedBuffers.add(b) },
bindBuffer: () => {},
bufferData: () => {},
bufferSubData: () => {},
getAttribLocation: (_p: any, name: string) => (
name === 'a_position' ? 0 : name === 'a_uv' ? 1 : name === 'a_tint' ? 2 : name === 'a_unit' ? 3 : 4
),
enableVertexAttribArray: () => {},
vertexAttribPointer: () => {},
createTexture: () => {
const res: MockResource = { id: nextId++, type: 'texture' }
stats.createdTextures.add(res)
return res
},
deleteTexture: (t: MockResource) => { stats.deletedTextures.add(t) },
bindTexture: () => {},
texParameteri: () => {},
texImage2D: () => {},
pixelStorei: () => {},
getParameter: (param: number) => (param === 3379 ? 4096 : param === 34930 ? 16 : 0),
getUniformLocation: (_p: any, name: string) => ({ name }),
uniform2f: () => {},
uniform1f: () => {},
uniform1i: () => {},
uniform1iv: () => {},
enable: () => {},
disable: () => {},
blendFunc: () => {},
viewport: () => {},
clearColor: () => {},
clear: () => {},
activeTexture: () => {},
drawArrays: () => { stats.glDrawCalls += 1 },
drawElements: () => { stats.glDrawCalls += 1 },
}
const eventListeners = stats.eventListeners
const canvas: any = {
getContext: (type: string) => (type === 'webgl2' ? gl : null),
addEventListener: (type: string, listener: EventListener) => {
if (!eventListeners.has(type)) eventListeners.set(type, new Set())
eventListeners.get(type)!.add(listener)
},
removeEventListener: (type: string, listener: EventListener) => {
eventListeners.get(type)?.delete(listener)
},
width: 1280,
height: 720,
drawingBufferWidth: 1280,
drawingBufferHeight: 720,
}
return {
canvas,
stats,
setContextLost: (lost: boolean) => { contextLost = lost },
dispatchMockEvent: (type: string) => {
let defaultPrevented = false
const event: any = {
type,
preventDefault: () => { defaultPrevented = true },
}
const set = eventListeners.get(type)
if (set) {
for (const listener of set) {
listener(event)
}
}
return { defaultPrevented }
},
}
}
function createAtlasPage(renderer: SpriteRenderer, width = 32, height = 32): AtlasHandle {
return renderer.addAtlas({ pixels: new Uint8ClampedArray(width * height * 4), width, height })
}
describe('多纹理合批与 Draw Call 预算 (方案 B / Issue #16)', () => {
test('多图集页关卡在画家顺序重度交错下维持 Draw Call <= 1', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
// 典型多图集关卡构成:
// 地面(2页)+ 墙体(2页)+ 屋顶(1页)+ 物件(1页)+ 角色(1页)+ 怪物(2页)= 9页
const pages = Array.from({ length: 9 }, () => createAtlasPage(renderer))
const frame = { x: 0, y: 0, width: 32, height: 32 }
renderer.begin({ x: 0, y: 0, zoom: 1 })
const initialCalls = mock.stats.glDrawCalls
// 1. 地面层(400 个四边形在 page 0 和 page 1 交替)
for (let i = 0; i < 400; i += 1) {
renderer.draw(frame, i * 16, 0, { atlas: pages[i % 2] })
}
// 2. 墙体与物件深度归并层(600 个四边形在 pages 2, 3, 5 频繁交替)
for (let i = 0; i < 600; i += 1) {
const p = i % 3 === 0 ? 5 : i % 3 === 1 ? 2 : 3
renderer.draw(frame, i * 16, 50, { atlas: pages[p] })
}
// 3. 实体层:玩家与怪物(150 个四边形在 pages 6, 7, 8 频繁交替)
for (let i = 0; i < 150; i += 1) {
renderer.draw(frame, i * 20, 100, { atlas: pages[6 + (i % 3)] })
}
// 4. 屋顶层(200 个四边形在 page 4)
for (let i = 0; i < 200; i += 1) {
renderer.draw(frame, i * 16, 150, { atlas: pages[4] })
}
renderer.flush()
expect(renderer.quadsSubmitted).toBe(1350)
expect(mock.stats.glDrawCalls - initialCalls).toBe(1)
expect(renderer.drawCalls).toBe(1)
renderer.dispose()
})
test('精灵纹理与纯色矩形混合绘制不打断合批(单次 Draw Call)', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const pageA = createAtlasPage(renderer)
const pageB = createAtlasPage(renderer)
const frame = { x: 0, y: 0, width: 16, height: 16 }
renderer.begin({ x: 0, y: 0, zoom: 1 })
const initialCalls = mock.stats.glDrawCalls
for (let i = 0; i < 50; i += 1) {
renderer.draw(frame, i * 8, 0, { atlas: i % 2 === 0 ? pageA : pageB })
renderer.drawSolid(i * 8, 20, 10, 10, [1, 0.5, 0, 1])
}
renderer.flush()
expect(renderer.quadsSubmitted).toBe(100)
expect(mock.stats.glDrawCalls - initialCalls).toBe(1)
expect(renderer.drawCalls).toBe(1)
renderer.dispose()
})
test('超出 GPU 纹理单元上限时严格按需断批,保持最小 Draw Call 开销', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const units = renderer.textureUnits
expect(units).toBeGreaterThanOrEqual(8)
// 创建 units + 3 个不同纹理页
const totalPages = units + 3
const pages = Array.from({ length: totalPages }, () => createAtlasPage(renderer))
const frame = { x: 0, y: 0, width: 8, height: 8 }
renderer.begin({ x: 0, y: 0, zoom: 1 })
const initialCalls = mock.stats.glDrawCalls
// 前 units 个页在 batch 1
for (let i = 0; i < units; i += 1) {
renderer.draw(frame, i * 10, 0, { atlas: pages[i] })
}
// 接下来 3 个页触发断批,进入 batch 2
for (let i = units; i < totalPages; i += 1) {
renderer.draw(frame, i * 10, 0, { atlas: pages[i] })
}
renderer.flush()
const issuedCalls = mock.stats.glDrawCalls - initialCalls
expect(issuedCalls).toBe(2)
expect(renderer.drawCalls).toBe(2)
expect(renderer.drawCalls).toBeLessThanOrEqual(Math.ceil(totalPages / units))
renderer.dispose()
})
test('begin() 重置每帧计数器,防止跨帧累加污染性能监控', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const page = createAtlasPage(renderer)
const frame = { x: 0, y: 0, width: 10, height: 10 }
renderer.begin({ x: 0, y: 0, zoom: 1 })
renderer.draw(frame, 0, 0, { atlas: page })
renderer.flush()
expect(renderer.drawCalls).toBe(1)
expect(renderer.quadsSubmitted).toBe(1)
renderer.begin({ x: 0, y: 0, zoom: 1 })
expect(renderer.drawCalls).toBe(0)
expect(renderer.quadsSubmitted).toBe(0)
renderer.dispose()
})
})
describe('视口剔除与剔除率守卫 (方案 A / Issue #16)', () => {
test('大关卡 (80x80 = 6400 四边形) 视口剔除率稳定超过 80%', () => {
const quads: { x: number; y: number; frame: { width: number; height: number } }[] = []
const cols = 80
const rows = 80
for (let y = 0; y < rows; y += 1) {
for (let x = 0; x < cols; x += 1) {
quads.push({
x: x * 80,
y: y * 40,
frame: { width: 80, height: 40 },
})
}
}
expect(quads.length).toBe(6400)
const bounds = buildBounds(quads)
// 相机放置于地图中央 (3200, 1600),视口 1280x720,缩放 1.0
const view = viewportRect(3200, 1600, 1280, 720, 1.0)
let visible = 0
let culled = 0
const visibleIndices: number[] = []
for (let i = 0; i < quads.length; i += 1) {
if (intersects(bounds, i, view)) {
visible += 1
visibleIndices.push(i)
} else {
culled += 1
}
}
const cullingRatio = culled / quads.length
expect(visible + culled).toBe(quads.length)
// 80x80 关卡在 1280x720 视口下实测剔除率约为 94%
expect(cullingRatio).toBeGreaterThan(0.80)
expect(cullingRatio).toBeGreaterThanOrEqual(0.88)
// 严格断言画家算法顺序:保留的四边形相对下标必须单调递增,不能错乱
for (let i = 1; i < visibleIndices.length; i += 1) {
expect(visibleIndices[i]).toBeGreaterThan(visibleIndices[i - 1]!)
}
})
test('放大 (zoom = 2.0) 时视口变小,剔除率进一步提高', () => {
const quads: { x: number; y: number; frame: { width: number; height: number } }[] = []
for (let y = 0; y < 60; y += 1) {
for (let x = 0; x < 60; x += 1) {
quads.push({ x: x * 80, y: y * 40, frame: { width: 80, height: 40 } })
}
}
const bounds = buildBounds(quads)
const view1x = viewportRect(2400, 1200, 1280, 720, 1.0)
const view2x = viewportRect(2400, 1200, 1280, 720, 2.0)
let culled1x = 0
let culled2x = 0
for (let i = 0; i < quads.length; i += 1) {
if (!intersects(bounds, i, view1x)) culled1x += 1
if (!intersects(bounds, i, view2x)) culled2x += 1
}
const ratio1x = culled1x / quads.length
const ratio2x = culled2x / quads.length
expect(ratio1x).toBeGreaterThan(0.80)
expect(ratio2x).toBeGreaterThan(ratio1x)
})
test('边界临界条件:搭界不剔除、屏外大精灵不剔除', () => {
const view = viewportRect(1000, 1000, 800, 600, 1)
// view: left: 1000 - 400 - 32 = 568, right: 1432, top: 1000 - 300 - 32 = 668, bottom: 1332
// 1. 完全屏外
const farAway = buildBounds([{ x: 0, y: 0, frame: { width: 10, height: 10 } }])
expect(intersects(farAway, 0, view)).toBe(false)
// 2. 恰好搭在边界边缘(利用 CULL_MARGIN 余量)
const borderQuad = buildBounds([{ x: 570, y: 700, frame: { width: 10, height: 10 } }])
expect(intersects(borderQuad, 0, view)).toBe(true)
// 3. 锚点在屏外上方 (x: 1000, y: 0),但精灵尺寸达 200x800,覆盖到底部
const tallSprite = buildBounds([{ x: 1000, y: 0, frame: { width: 200, height: 800 } }])
expect(intersects(tallSprite, 0, view)).toBe(true)
})
})
describe('HUD 动态度量与真实性能指标', () => {
test('HUD 数据源自渲染器实时测量值,而非硬编码假值', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const page = createAtlasPage(renderer)
const frame = { x: 0, y: 0, width: 16, height: 16 }
// Frame 1 模拟:提交 150 个四边形,剔除 1850 个,耗时真实记录
const start1 = performance.now()
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 150; i += 1) {
renderer.draw(frame, i * 4, 0, { atlas: page })
}
renderer.flush()
const renderMs1 = performance.now() - start1
const state1 = {
drawCalls: renderer.drawCalls,
quadsDrawn: renderer.quadsSubmitted,
culledDraws: 1850,
renderMs: renderMs1,
}
const hudText1 = `${String(state1.quadsDrawn)} 图元 / ${String(state1.drawCalls)} 批次(剔除 ${String(state1.culledDraws)})· ${state1.renderMs.toFixed(1)} ms`
expect(state1.drawCalls).toBe(1)
expect(state1.quadsDrawn).toBe(150)
expect(state1.culledDraws).toBe(1850)
expect(state1.renderMs).toBeGreaterThanOrEqual(0)
expect(hudText1).toContain('150 图元 / 1 批次(剔除 1850)')
// Frame 2 模拟:多图集导致 2 次 Draw Call,提交 300 个四边形,剔除 3700 个
const overPages = Array.from({ length: renderer.textureUnits + 1 }, () => createAtlasPage(renderer))
const start2 = performance.now()
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 250; i += 1) {
renderer.draw(frame, i * 4, 0, { atlas: overPages[i % renderer.textureUnits] })
}
for (let i = 0; i < 50; i += 1) {
renderer.draw(frame, i * 4, 50, { atlas: overPages[renderer.textureUnits] })
}
renderer.flush()
const renderMs2 = performance.now() - start2
const state2 = {
drawCalls: renderer.drawCalls,
quadsDrawn: renderer.quadsSubmitted,
culledDraws: 3700,
renderMs: renderMs2,
}
const hudText2 = `${String(state2.quadsDrawn)} 图元 / ${String(state2.drawCalls)} 批次(剔除 ${String(state2.culledDraws)})· ${state2.renderMs.toFixed(1)} ms`
// 验证不是硬编码的常量
expect(state2.drawCalls).toBe(2)
expect(state2.quadsDrawn).toBe(300)
expect(state2.culledDraws).toBe(3700)
expect(hudText2).toContain('300 图元 / 2 批次(剔除 3700)')
expect(state2.drawCalls).not.toBe(state1.drawCalls)
expect(state2.quadsDrawn).not.toBe(state1.quadsDrawn)
renderer.dispose()
})
})
describe('零分配顶点写入与 GPU 资源生命周期审计 (方案 C & 方案 D/E/G 护栏)', () => {
test('动态顶点缓冲容量自动翻倍,并保全已有几何数据', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const page = createAtlasPage(renderer)
const frame = { x: 0, y: 0, width: 8, height: 8 }
// 初始容量 8192,这里提交 10,000 个四边形触发 grow()
renderer.begin({ x: 0, y: 0, zoom: 1 })
for (let i = 0; i < 10000; i += 1) {
renderer.draw(frame, i % 100, i % 100, { atlas: page })
}
expect(renderer.quadsSubmitted).toBe(10000)
renderer.flush()
expect(renderer.drawCalls).toBe(1)
renderer.dispose()
})
test('countLoadedPages 统计加载页数零临时数组分配', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
const page1 = createAtlasPage(renderer)
const page2 = createAtlasPage(renderer)
const pages = [page1, null, page2, undefined, null]
expect(countLoadedPages(pages as any)).toBe(2)
const allNull = [null, null, null]
expect(countLoadedPages(allNull)).toBe(0)
const empty: any[] = []
expect(countLoadedPages(empty)).toBe(0)
renderer.dispose()
})
test('WebGL 着色器与纹理生命周期完整释放,无显存泄漏', () => {
const mock = createMockCanvas()
const renderer = new SpriteRenderer(mock.canvas)
expect(mock.stats.createdShaders.size).toBe(2)
expect(mock.stats.deletedShaders.size).toBe(2)
expect(mock.stats.createdPrograms.size).toBe(1)
expect(mock.stats.createdTextures.size).toBe(3) // atlas + white + palette
const extra = renderer.addAtlas({ pixels: new Uint8ClampedArray(16 * 16 * 4), width: 16, height: 16 })
expect(mock.stats.createdTextures.size).toBe(4)
// 删除单个 atlas
renderer.deleteAtlas(extra)
expect(mock.stats.deletedTextures.has(extra.texture as any)).toBe(true)
// 释放整个渲染器
renderer.dispose()
expect(renderer.isDisposed).toBe(true)
expect(mock.stats.deletedTextures.size).toBe(4)
expect(mock.stats.deletedBuffers.size).toBe(2) // vertex + index buffer
expect(mock.stats.deletedVAOs.size).toBe(1)
expect(mock.stats.deletedPrograms.size).toBe(1)
})
test('上下文丢失时安全降级与清理', () => {
const mock = createMockCanvas()
let lostTriggered = false
const renderer = new SpriteRenderer(mock.canvas, {
onContextLost: () => { lostTriggered = true },
})
const eventResult = mock.dispatchMockEvent('webglcontextlost')
expect(eventResult.defaultPrevented).toBe(true)
expect(lostTriggered).toBe(true)
mock.setContextLost(true)
// 在上下文已丢失状态下 dispose 不应报错
expect(() => { renderer.dispose() }).not.toThrow()
expect(renderer.isDisposed).toBe(true)
})
})