-- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals -- -- gen2_shadow_ball_bgp_bug1269.lua proves the runner lands bg.bgp and that -- panelPalettes/remapTable would invert correctly; it never calls -- BattleAnimView:present, which is where #1269 actually lived (the byte -- was landed but nothing read it). This suite drives present() itself and -- watches the shader binding around the backdrop draw. package.path = "./?.lua;./?/init.lua;" .. package.path love = require("tests.love_stub") -- A remap shader that never touches the GPU: present() only needs -- love.graphics.newShader to succeed so GbcPalette.remapShader() is -- non-nil, which is the gate `present` checks before it will bake+remap. local sentShader = { calls = {} } function sentShader:send(name, ...) self.calls[#self.calls + 1] = name end love.graphics.newShader = function() return sentShader end -- The stub's stand-in Quad has no setViewport/getViewport, which blitRow -- (the scanline blit present() drives 144 times a frame) needs; the real -- love.graphics.Quad has both. love.graphics.newQuad = function(x, y, w, h) local q = { x = x, y = y, w = w, h = h } function q:setViewport(x2, y2, w2, h2) self.x, self.y, self.w, self.h = x2, y2, w2, h2 end function q:getViewport() return self.x, self.y, self.w, self.h end return q end local T = require("tests.harness") local GbcPalette = require("src.render.GbcPalette") local BattleAnimView = require("src.ui.gen2.BattleAnimView") local shaderDuringFill = "unset" local realRectangle = love.graphics.rectangle love.graphics.rectangle = function(...) if shaderDuringFill == "unset" then shaderDuringFill = love.graphics.getShader() end return realRectangle(...) end local view = BattleAnimView.new({}, nil) -- data/moves/animations.asm:4509 BattleAnim_ShadowBall's anim_bgp $1b, with -- no scroll and no rBGP window queued, is exactly the frame that used to -- fall through the old `needsCanvas`-only early-out untouched. local runner = { bg = { bgp = 0x1b, lcdc = nil, scx = 0, scy = 0, lyStart = 0, lyEnd = 0, lyBackup = {}, }, } T.check(love.graphics.getShader() == nil, "no shader bound before present") view:present(runner, function() end, nil) T.check(shaderDuringFill == sentShader, "the panel backdrop is drawn through the remap shader, not plainly") T.check(love.graphics.getShader() == nil, "the shader is unbound again once present returns, so drawObjects is unaffected") local sawRemapSend = false for _, name in ipairs(sentShader.calls) do if name == "remapSrc" then sawRemapSend = true end end T.check(sawRemapSend, "GbcPalette.useRemap actually sent a remap table, not just bound the shader") -- The identity byte must take the plain path: no bake, no shader, ever. shaderDuringFill = "unset" local identityRunner = { bg = { bgp = GbcPalette.BGP_IDENTITY, lcdc = nil, scx = 0, scy = 0, lyStart = 0, lyEnd = 0, lyBackup = {} }, } local plainDrawCalled = false view:present(identityRunner, function() plainDrawCalled = true end, nil) T.check(plainDrawCalled, "identity rBGP takes the plain drawBg() path") T.check(shaderDuringFill == "unset", "identity rBGP never touches the remap shader") T.finish("gen2 shadow ball bgp view bug 1269")