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