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nescript/tests/emulator/harness.html
Claude 2d66b68c7f
tests/emulator: byte-exact golden-image diffs
The smoke test used to check a per-example `nonBlack` floor — "at
least one sprite rendered," plus a per-example minimum for the
multi-sprite examples. That catches gross regressions (a compiler
bug that makes everything go black) but silently lets through
anything that changes a handful of pixels without dropping below
the sprite floor. The whole point of this harness is to catch
compiler miscompiles before they land; a softer check means bugs
can still sneak in.

This swap makes every run diff the raw canvas framebuffer against
a committed PNG golden. One mismatched byte at pixel (120, 119)
is enough to fail CI — there's nowhere for a regression to hide.

Workflow:

    # normal — fails on any pixel change
    node tests/emulator/run_examples.mjs

    # when the diff is intentional, rewrite the goldens
    UPDATE_GOLDENS=1 node tests/emulator/run_examples.mjs
    # or: node tests/emulator/run_examples.mjs --update-goldens

    git diff tests/emulator/goldens/   # review the change
    git add tests/emulator/goldens/
    git commit                          # explain WHY in the message

When a run fails without `UPDATE_GOLDENS`, the runner writes:

    tests/emulator/actual/<name>.png       the run's raw output
    tests/emulator/actual/<name>.diff.png  red-highlighted pixel diff

so reviewers can eyeball what changed without rerunning locally.
`actual/` is gitignored and re-created on every run. The CI job
now uploads `actual/`, `goldens/`, and `report.json` together as
a single `emulator-diff` artifact on failure — side by side means
the "what changed" story is obvious without cloning.

Implementation:

- `tests/emulator/screenshots/` is renamed to `tests/emulator/goldens/`.
  All 18 existing PNGs are preserved as the initial goldens (git
  detected them as pure renames).

- `harness.html` gets a new `window.nesHarness.rawPixelsBase64()`
  that returns the 245760-byte (256 × 240 × 4 bytes) RGBA canvas
  buffer as base64. The runner compares raw pixels, not PNG
  bytes, so encoder quirks (zlib level, filter heuristics) can't
  cause false positives across Chrome versions or platforms.

- The runner uses `pngjs` (pure-JS, no native deps) to decode
  goldens and to write diff PNGs. `PNG.sync.write` is
  byte-deterministic for identical pixels, so `git diff` on a
  committed golden only ever shows up when the actual rendered
  pixels changed — not because two machines produced slightly
  different compression.

- The committed goldens were re-encoded with pngjs in this commit
  so the baseline is consistent from day one. File sizes are a
  touch larger than Chrome's output (~1KB vs ~800B on average),
  but that's negligible and it eliminates one entire class of
  flaky-looking diffs in the future.

Determinism verification: I ran each of the 18 ROMs twice
through fresh `NES` instances in fresh puppeteer pages, hashed
the 245760-byte framebuffers at frame 180 with SHA-256, and
confirmed `run1 == run2` for every single one. Exact-pixel diffs
are safe for this ROM set.

Negative path verification: I corrupted one golden (flipped one
pixel to pure red via pngjs) and reran the runner. It printed

    DIFF  hello_sprite  1/61440 pixels differ; first at (120,120)
                        expected [255,0,0] got [0,0,0]
            actual: tests/emulator/actual/hello_sprite.png
              diff: tests/emulator/actual/hello_sprite.diff.png

and exited 1 as expected. The diff PNG shows a dim-grayscale
silhouette of the expected frame with a bright-red dot on the
one mismatched pixel — enough visual context to locate the
regression at a glance.

All 18 examples match their goldens in strict mode. `cargo fmt
--check`, `cargo clippy --release --all-targets -- -D warnings`,
and `cargo test --release` (313 unit + 37 integration) are all
still green.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 21:30:18 +00:00

101 lines
3.3 KiB
HTML

<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<title>NEScript jsnes harness</title>
<style>
body { margin: 0; background: #222; color: #eee; font-family: monospace; }
canvas { image-rendering: pixelated; background: #000; display: block; }
#info { padding: 8px; }
</style>
</head>
<body>
<canvas id="screen" width="256" height="240"></canvas>
<div id="info">waiting…</div>
<script src="./node_modules/jsnes/dist/jsnes.js"></script>
<script>
(function () {
const { NES } = window.jsnes;
const canvas = document.getElementById("screen");
const ctx = canvas.getContext("2d");
const image = ctx.createImageData(256, 240);
// Pre-fill alpha channel so we don't have to do it every frame.
const buf = new ArrayBuffer(image.data.length);
const buf8 = new Uint8ClampedArray(buf);
const buf32 = new Uint32Array(buf);
for (let i = 0; i < buf32.length; i++) buf32[i] = 0xff000000;
const nes = new NES({
onFrame(frameBuffer) {
for (let i = 0; i < 256 * 240; i++) {
// jsnes pixel is 0x00BBGGRR in little-endian = 0xFFBBGGRR when alpha set
buf32[i] = 0xff000000 | frameBuffer[i];
}
image.data.set(buf8);
ctx.putImageData(image, 0, 0);
},
// Silence audio; we are only checking video.
onAudioSample() {},
sampleRate: 44100,
});
// Expose an API for puppeteer to drive.
window.nesHarness = {
loadRomBase64(b64) {
// atob produces a binary string, which is exactly what jsnes wants.
const bin = atob(b64);
nes.loadROM(bin);
},
frame() {
nes.frame();
},
runFrames(n) {
for (let i = 0; i < n; i++) nes.frame();
},
buttonDown(player, button) {
nes.buttonDown(player, button);
},
buttonUp(player, button) {
nes.buttonUp(player, button);
},
// Return a hash and non-zero-pixel count for the current canvas contents.
frameStats() {
const data = ctx.getImageData(0, 0, 256, 240).data;
let nonBlack = 0;
let hash = 2166136261 >>> 0; // FNV-1a
for (let i = 0; i < data.length; i += 4) {
const r = data[i], g = data[i + 1], b = data[i + 2];
if (r !== 0 || g !== 0 || b !== 0) nonBlack++;
hash ^= r; hash = Math.imul(hash, 16777619);
hash ^= g; hash = Math.imul(hash, 16777619);
hash ^= b; hash = Math.imul(hash, 16777619);
}
return { nonBlack, hash: (hash >>> 0).toString(16), totalPixels: 256 * 240 };
},
// Raw canvas pixels as a base64-encoded RGBA buffer
// (256 * 240 * 4 bytes). Used by the golden-diff runner to
// compare pixel-for-pixel against a decoded PNG golden file.
// Base64 is cheap and avoids any puppeteer JSON-serialization
// pitfalls with typed arrays.
rawPixelsBase64() {
const data = ctx.getImageData(0, 0, 256, 240).data;
const chunks = [];
// Chunk to stay under String.fromCharCode's argument limit.
for (let i = 0; i < data.length; i += 4096) {
chunks.push(String.fromCharCode.apply(null, data.subarray(i, i + 4096)));
}
return btoa(chunks.join(""));
},
};
// Controller button enum constants (from jsnes Controller).
window.nesButtons = {
A: 0, B: 1, SELECT: 2, START: 3,
UP: 4, DOWN: 5, LEFT: 6, RIGHT: 7,
};
document.getElementById("info").textContent = "ready";
})();
</script>
</body>
</html>