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ShaderCodeCursor. Optimization of lines parsing #13935
ShaderCodeCursor. Optimization of lines parsing #13935
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://babylonsnapshots.z22.web.core.windows.net/refs/pull/13935/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/13935/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/13935/merge#BCU1XR#0 |
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
There is a shader compilation issue in the webgl2 visualization tests |
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
@RaananW as I can see in logs, there is an error with npm install:
Is this related to my updates? |
Feels like a temporary npm issue. I have triggered it again, let's see if it fails with the same problem again |
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
1 similar comment
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
@RaananW could you help me to find what is this test? Searcing "Glossiness" by sources does not give image similar to Most similar is from PBRSpecularGlossinessMaterial.png I trying to find the playground with bugs where I can check this PR changes. |
Visualization tests for webgl2 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
i'll repeat my previous statement :-) There is a shader compilation issue.
So the tests either time out (because they can't render) or fail (for the same reason). Is it running locally correctly with webgl2? Also - please be sure to merge from master and run npm install. I have made some changes to the vis-tests process. It won't fix the issue. but will nonetheless use the right dependencies. |
The test is (you can find it by looking for the test name - Glossiness Debug Mode - in https://playground.babylonjs.com/#2FDQT5#2281 The expected output is the one on the right in the visualization test report, so it is: |
Any update here? |
Sorry, I'll back here when I have time, probably, it will be after several weeks. |
Line 49, However, there's a problem with the It's possible that there's a ";" embedded in a line and that the second part of the condition will return For eg: const vertex = `
attribute vec3 position; varying vec3 Position;
void main(void) {
gl_Position = vec4(position, 1.);
Position = position * 0.5 + 0.5;
}
`; If line = " attribute vec3 position; varying vec3 Position;", Here's the PG corresponding to this case: https://playground.babylonjs.com/#XSNYAU#28 However, I wonder why you added this second part in the condition, it seems to me that we don't need it? |
I don't remember it for now, but it seems like it was different changes in different time. Now looks like we should change the
Thanks! I'll check it later today and push changes also into PR. |
is ok if you change |
Cannot wait, thanks @Dok11 !!! |
and @Popov72 of course ;-) |
I notices that
set lines
takes 19.29ms for 68 calls while my scene initializaion, so I add some checks to avoid process heavy operations liketrim
andsplit
on the string. As a result, in my case this function take 9.45ms for same 68 calls. And it still works as before, of course, but faster :)P.S. Results of my measurements: