webgl stress + glyph-integrity tests for atlas merges; repro vscode#322756 single-terminal garble
This commit is contained in:
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/**
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* Copyright (c) 2025 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { IImage32, decodePng } from '@lunapaint/png-codec';
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import { expect } from '@playwright/test';
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import { ITestContext } from './TestUtils';
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import { generateUniqueGlyphFlood } from './SyntheticTui';
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/**
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* A decoded screenshot of a terminal's render surface together with its grid
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* dimensions, used to sample per-cell pixels.
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*/
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export interface IRendererFrame {
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cols: number;
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rows: number;
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decoded: IImage32;
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}
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/**
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* A coarse, downsampled fingerprint of a single cell's rendered pixels. It is an
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* `grid * grid` array of averaged `[r, g, b, a]` sub-cell colors, flattened.
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*
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* Averaging makes the signature tolerant to sub-pixel antialiasing differences
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* (which vary slightly even under SwiftShader) while still changing massively
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* when a glyph is garbled, blank, or drawn from the wrong texture atlas page.
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*/
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export type CellSignature = number[];
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const DEFAULT_GRID = 4;
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const DEFAULT_SCREEN_SELECTOR = '#terminal-container .xterm-screen';
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/**
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* Captures a fresh screenshot of a terminal render surface and decodes it.
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*
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* Unlike the cached helper in `SharedRendererTests.ts`, this always takes a new
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* screenshot and accepts a `selector` so multiple terminals (each in their own
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* container) can be sampled independently in the same test.
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* @param ctx The test context.
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* @param selector CSS selector for the `.xterm-screen` element to capture.
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* @param termGlobal Name of the `window` terminal global to read grid dimensions
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* from (default `'term'`); use e.g. `'termB'` for multi-terminal tests.
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*/
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export async function captureFrame(
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ctx: ITestContext,
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selector: string = DEFAULT_SCREEN_SELECTOR,
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termGlobal: string = 'term'
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): Promise<IRendererFrame> {
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const screenshotOptions = process.env.DEBUG
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? { path: `out-esbuild-test/playwright/screenshot-${termGlobal}.png` }
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: undefined;
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const buffer = await ctx.page.locator(selector).screenshot(screenshotOptions);
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const grid = await ctx.page.evaluate((name) => {
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const term = (window as any)[name];
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return { cols: term.cols as number, rows: term.rows as number };
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}, termGlobal);
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return {
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cols: grid.cols,
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rows: grid.rows,
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decoded: (await decodePng(new Uint8Array(buffer), { force32: true })).image
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};
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}
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/**
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* Computes the coarse pixel signature of a single 1-based cell from a frame.
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* @param frame The decoded frame to sample.
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* @param col The 1-based column.
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* @param row The 1-based row.
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* @param grid The sub-cell resolution per axis (default 4 -> 16 sub-cells).
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*/
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export function cellSignature(frame: IRendererFrame, col: number, row: number, grid: number = DEFAULT_GRID): CellSignature {
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const data = frame.decoded.data;
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const imageWidth = frame.decoded.width;
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const cellWidth = frame.decoded.width / frame.cols;
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const cellHeight = frame.decoded.height / frame.rows;
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const x0 = (col - 1) * cellWidth;
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const y0 = (row - 1) * cellHeight;
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const subCount = grid * grid;
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const sums = new Array<number>(subCount * 4).fill(0);
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const counts = new Array<number>(subCount).fill(0);
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const startX = Math.max(0, Math.floor(x0));
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const startY = Math.max(0, Math.floor(y0));
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const endX = Math.min(frame.decoded.width, Math.ceil(x0 + cellWidth));
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const endY = Math.min(frame.decoded.height, Math.ceil(y0 + cellHeight));
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for (let y = startY; y < endY; y++) {
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const gy = Math.min(grid - 1, Math.max(0, Math.floor(((y - y0) / cellHeight) * grid)));
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for (let x = startX; x < endX; x++) {
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const gx = Math.min(grid - 1, Math.max(0, Math.floor(((x - x0) / cellWidth) * grid)));
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const sub = gy * grid + gx;
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const i = (y * imageWidth + x) * 4;
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sums[sub * 4] += data[i];
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sums[sub * 4 + 1] += data[i + 1];
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sums[sub * 4 + 2] += data[i + 2];
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sums[sub * 4 + 3] += data[i + 3];
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counts[sub]++;
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}
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}
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const signature = new Array<number>(subCount * 4).fill(0);
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for (let sub = 0; sub < subCount; sub++) {
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if (counts[sub] > 0) {
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signature[sub * 4] = sums[sub * 4] / counts[sub];
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signature[sub * 4 + 1] = sums[sub * 4 + 1] / counts[sub];
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signature[sub * 4 + 2] = sums[sub * 4 + 2] / counts[sub];
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signature[sub * 4 + 3] = sums[sub * 4 + 3] / counts[sub];
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}
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}
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return signature;
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}
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/**
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* Returns the maximum absolute per-channel difference between two signatures.
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* @param a The first signature.
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* @param b The second signature.
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*/
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export function signatureMaxChannelDiff(a: CellSignature, b: CellSignature): number {
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if (a.length !== b.length) {
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return Number.POSITIVE_INFINITY;
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}
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let max = 0;
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for (let i = 0; i < a.length; i++) {
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max = Math.max(max, Math.abs(a[i] - b[i]));
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}
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return max;
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}
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/**
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* Asserts that two cell signatures are effectively identical (i.e. the glyph
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* rendered the same), within a tolerance for antialiasing noise. Use this after
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* a stress action (atlas page merge, atlas clear, scroll, resize) to assert a
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* reference glyph did not become garbled.
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* @param actual The signature observed after the stress action.
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* @param reference The baseline signature captured in a fresh atlas.
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* @param tolerance Max allowed per-channel difference (default 12 / 255).
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* @param message Optional assertion message.
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*/
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export function expectSignatureMatches(actual: CellSignature, reference: CellSignature, tolerance: number = 12, message?: string): void {
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const diff = signatureMaxChannelDiff(actual, reference);
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expect(diff, message ?? `glyph signature drifted by ${diff} (> ${tolerance}); likely corruption`).toBeLessThanOrEqual(tolerance);
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}
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/**
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* Asserts that two cell signatures are meaningfully different. Useful as a
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* sanity check that distinct glyphs actually render differently (so the
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* signature has discriminating power) and that a cell is not blank.
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* @param a The first signature.
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* @param b The second signature.
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* @param minDiff Minimum required per-channel difference (default 24 / 255).
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* @param message Optional assertion message.
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*/
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export function expectSignatureDiffers(a: CellSignature, b: CellSignature, minDiff: number = 24, message?: string): void {
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const diff = signatureMaxChannelDiff(a, b);
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expect(diff, message ?? `signatures unexpectedly similar (${diff} < ${minDiff})`).toBeGreaterThanOrEqual(minDiff);
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}
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/**
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* Convenience: capture a fresh frame and return the signature of one cell.
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* @param ctx The test context.
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* @param col The 1-based column.
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* @param row The 1-based row.
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* @param options Optional overrides.
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* @param options.selector CSS selector for the screen element to capture.
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* @param options.grid Sub-cell resolution per axis.
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* @param options.termGlobal Window terminal global to read dimensions from.
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*/
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export async function captureCellSignature(
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ctx: ITestContext,
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col: number,
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row: number,
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options: { selector?: string, grid?: number, termGlobal?: string } = {}
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): Promise<CellSignature> {
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const frame = await captureFrame(ctx, options.selector ?? DEFAULT_SCREEN_SELECTOR, options.termGlobal ?? 'term');
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return cellSignature(frame, col, row, options.grid ?? DEFAULT_GRID);
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}
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/**
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* Captures the signatures of a contiguous run of cells on a single row from one
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* screenshot (cheaper than one screenshot per cell).
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* @param ctx The test context.
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* @param row The 1-based row.
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* @param cols The 1-based columns to sample.
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* @param options Optional overrides.
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* @param options.selector CSS selector for the screen element to capture.
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* @param options.grid Sub-cell resolution per axis.
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* @param options.termGlobal Window terminal global to read dimensions from.
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*/
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export async function captureRowSignatures(
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ctx: ITestContext,
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row: number,
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cols: number[],
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options: { selector?: string, grid?: number, termGlobal?: string } = {}
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): Promise<CellSignature[]> {
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const frame = await captureFrame(ctx, options.selector ?? DEFAULT_SCREEN_SELECTOR, options.termGlobal ?? 'term');
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return cols.map(col => cellSignature(frame, col, row, options.grid ?? DEFAULT_GRID));
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}
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/**
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* Loads the WebGL addon onto `window.term` and asserts GPU acceleration is
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* genuinely active.
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*
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* This deliberately does NOT wrap loading in try/catch (unlike some existing
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* tests). If WebGL2 is unavailable the addon throws and the test must fail
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* loudly, because a silent fallback to the DOM renderer would make GPU
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* corruption tests pass falsely.
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* @param ctx The test context.
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* @param options WebGL addon options.
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* @param options.customGlyphs Whether to draw custom glyphs (defaults to the addon default).
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* @param options.preserveDrawingBuffer Whether to preserve the drawing buffer (defaults to true).
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*/
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export async function loadWebglStrict(
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ctx: ITestContext,
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options: { customGlyphs?: boolean, preserveDrawingBuffer?: boolean } = {}
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): Promise<void> {
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await ctx.page.evaluate((opts) => {
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const w = window as any;
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w.addon = new w.WebglAddon(opts);
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w.term.loadAddon(w.addon);
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}, { preserveDrawingBuffer: true, ...options });
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await assertWebglActive(ctx);
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}
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/**
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* Asserts that the WebGL renderer (not the DOM renderer) is the active renderer
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* for `window.term`. Fails loudly on a silent DOM fallback.
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* @param ctx The test context.
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*/
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export async function assertWebglActive(ctx: ITestContext): Promise<void> {
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const state = await ctx.page.evaluate(() => {
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const w = window as any;
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const term = w.term;
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const addon = w.addon;
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const renderer = term?._core?._renderService?._renderer?.value;
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return {
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hasAddon: !!addon,
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// The addon's private renderer must be the one the render service is using.
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isWebglRenderer: !!addon && !!renderer && renderer === addon._renderer
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};
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});
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expect(state.hasAddon, 'WebglAddon should be loaded on window.term').toBe(true);
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expect(state.isWebglRenderer, 'WebGL renderer must be the active renderer (no silent DOM fallback)').toBe(true);
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}
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/**
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* Asserts the WebGL texture atlas canvas exists. Call after writing some content
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* so the atlas has been created. This is an additional public-API proof that the
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* GPU path actually rendered glyphs.
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* @param ctx The test context.
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*/
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export async function assertTextureAtlasPresent(ctx: ITestContext): Promise<void> {
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const hasAtlas = await ctx.page.evaluate(() => {
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const addon = (window as any).addon;
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return !!addon && addon.textureAtlas instanceof HTMLCanvasElement;
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});
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expect(hasAtlas, 'WebGL texture atlas canvas should exist after rendering').toBe(true);
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}
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/**
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* Reads the current number of pages in the active WebGL renderer's texture
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* atlas, via internals. Returns -1 if unavailable.
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* @param ctx The test context.
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*/
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export async function getAtlasPageCount(ctx: ITestContext): Promise<number> {
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return ctx.page.evaluate(() => {
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const renderer = (window as any).term?._core?._renderService?._renderer?.value;
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const atlas = renderer?._charAtlas;
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return atlas?.pages?.length ?? -1;
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});
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}
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/**
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* Forces the texture atlas to merge pages much sooner by lowering the static
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* `maxAtlasPages` knob on the live atlas class (reached via the atlas instance's
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* constructor). Must be called after the WebGL renderer/atlas exists.
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* @param ctx The test context.
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* @param maxAtlasPages The new page cap (the merge path triggers at >= max(4, this)).
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*/
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export async function setMaxAtlasPages(ctx: ITestContext, maxAtlasPages: number): Promise<void> {
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const applied = await ctx.page.evaluate((max) => {
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const renderer = (window as any).term?._core?._renderService?._renderer?.value;
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const atlas = renderer?._charAtlas;
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if (!atlas) {
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return false;
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}
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// maxAtlasPages is a static on the TextureAtlas class, reached via constructor.
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(atlas.constructor as any).maxAtlasPages = max;
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return true;
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}, maxAtlasPages);
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expect(applied, 'should be able to reach the texture atlas to set maxAtlasPages').toBe(true);
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}
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/**
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* Writes `chunks` screenfuls of distinct glyphs, rendering after each chunk.
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*
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* Only glyphs that are actually visible during a render get rasterized into the
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* texture atlas, so a single huge write mostly rasterizes the final viewport. To
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* accumulate enough distinct glyphs to allocate (and merge) multiple atlas pages
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* we must write a screenful, render it, then write the next distinct screenful.
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* @param ctx The test context.
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* @param chunks Number of screenfuls of distinct glyphs to write.
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* @param options Sizing overrides.
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* @param options.linesPerChunk Number of lines per screenful chunk.
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* @param options.cols Columns per line.
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* @returns The atlas page count after flooding.
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*/
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export async function floodDistinctGlyphs(
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ctx: ITestContext,
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chunks: number,
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options: { linesPerChunk?: number, cols?: number } = {}
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): Promise<number> {
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const linesPerChunk = options.linesPerChunk ?? 24;
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const cols = options.cols ?? 80;
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const glyphsPerChunk = linesPerChunk * Math.max(1, Math.floor(cols / 2));
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for (let c = 0; c < chunks; c++) {
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await writeAndWaitForRender(ctx, generateUniqueGlyphFlood(glyphsPerChunk, cols, c * glyphsPerChunk));
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}
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return getAtlasPageCount(ctx);
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}
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/**
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* Resolves once the terminal fires its next render event.
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* @param ctx The test context.
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*/
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export async function waitForRender(ctx: ITestContext): Promise<void> {
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await new Promise<void>(resolve => {
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const disposable = ctx.proxy.onRender(() => {
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disposable.dispose();
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resolve();
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});
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});
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}
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/**
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* Writes data and waits for the terminal to render it.
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* @param ctx The test context.
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* @param data The data to write.
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*/
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export async function writeAndWaitForRender(ctx: ITestContext, data: string): Promise<void> {
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const renderPromise = waitForRender(ctx);
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await ctx.proxy.write(data);
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await renderPromise;
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}
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@@ -0,0 +1,194 @@
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/**
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* Copyright (c) 2025 The xterm.js authors. All rights reserved.
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* @license MIT
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*
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* Deterministic generators that mimic the output of an AI/agent TUI CLI (e.g.
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* Copilot CLI): boxed panels, braille spinners, streaming colored text, status
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* lines, full-screen redraws and large unique-glyph floods.
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*
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* Everything here is seeded/precomputed and contains NO `Math.random`, `Date`
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* or other non-determinism, so the produced byte streams are stable across runs
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* and machines. This lets WebGL/atlas stress tests assert exact render results.
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*/
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/** A tiny deterministic PRNG (mulberry32) so "random-looking" output is stable. */
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function mulberry32(seed: number): () => number {
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let a = seed >>> 0;
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return () => {
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a |= 0;
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a = (a + 0x6D2B79F5) | 0;
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let t = Math.imul(a ^ (a >>> 15), 1 | a);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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}
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const BRAILLE_SPINNER = ['⠋', '⠙', '⠹', '⠸', '⠼', '⠴', '⠦', '⠧', '⠇', '⠏'];
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const SGR_FG = [31, 32, 33, 34, 35, 36, 37, 90, 91, 92, 93, 94, 95, 96];
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const WORDS = [
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'analyzing', 'repository', 'reading', 'TextureAtlas', 'rendering', 'glyph',
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'webgl', 'terminal', 'buffer', 'scrollback', 'tokenizing', 'synthesizing',
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'patch', 'diff', 'commit', 'validate', 'compile', 'searching', 'context'
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];
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/** Box-drawing characters (custom-glyph range that stresses the WebGL atlas). */
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const BOX = { tl: '┌', tr: '┐', bl: '└', br: '┘', h: '─', v: '│' };
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const CSI = '\x1b[';
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const RESET = `${CSI}0m`;
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const CLEAR_HOME = `${CSI}2J${CSI}H`;
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const ENTER_ALT = `${CSI}?1049h`;
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const EXIT_ALT = `${CSI}?1049l`;
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export interface ISyntheticTuiOptions {
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/** PRNG seed for stable pseudo-random content. */
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seed?: number;
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/** Number of full-screen redraw frames to emit. */
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frames?: number;
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/** Terminal columns to format for. */
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cols?: number;
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/** Terminal rows to format for. */
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rows?: number;
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/** Wrap each frame in alternate-buffer enter/exit (TUI app behavior). */
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useAltBuffer?: boolean;
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}
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function pad(text: string, width: number): string {
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if (text.length >= width) {
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return text.slice(0, width);
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}
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return text + ' '.repeat(width - text.length);
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}
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function boxLine(kind: 'top' | 'bottom' | 'mid', content: string, width: number): string {
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const inner = Math.max(0, width - 2);
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if (kind === 'top') {
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return `${BOX.tl}${BOX.h.repeat(inner)}${BOX.tr}`;
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}
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if (kind === 'bottom') {
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return `${BOX.bl}${BOX.h.repeat(inner)}${BOX.br}`;
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}
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return `${BOX.v}${pad(content, inner)}${BOX.v}`;
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}
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/**
|
||||
* Generates an array of frame chunks that look like an animated agent TUI. Write
|
||||
* each chunk with a render in between to mimic streaming redraws. Each frame
|
||||
* clears the screen, redraws a bordered panel, a spinner, several colored
|
||||
* "assistant" lines and a status footer.
|
||||
* @param options Generation options.
|
||||
*/
|
||||
export function generateSyntheticTuiFrames(options: ISyntheticTuiOptions = {}): string[] {
|
||||
const seed = options.seed ?? 1;
|
||||
const frameCount = options.frames ?? 24;
|
||||
const cols = options.cols ?? 80;
|
||||
const rows = options.rows ?? 24;
|
||||
const rand = mulberry32(seed);
|
||||
|
||||
const panelWidth = Math.min(cols, 72);
|
||||
const bodyRows = Math.max(3, rows - 6);
|
||||
const frames: string[] = [];
|
||||
|
||||
for (let f = 0; f < frameCount; f++) {
|
||||
let frame = CLEAR_HOME;
|
||||
const spinner = BRAILLE_SPINNER[f % BRAILLE_SPINNER.length];
|
||||
frame += boxLine('top', '', panelWidth) + '\r\n';
|
||||
frame += boxLine('mid', ` ${spinner} Copilot is working...`, panelWidth) + '\r\n';
|
||||
frame += boxLine('bottom', '', panelWidth) + '\r\n';
|
||||
|
||||
for (let r = 0; r < bodyRows; r++) {
|
||||
const fg = SGR_FG[Math.floor(rand() * SGR_FG.length)];
|
||||
const wordCount = 3 + Math.floor(rand() * 6);
|
||||
let line = '';
|
||||
for (let w = 0; w < wordCount; w++) {
|
||||
const word = WORDS[Math.floor(rand() * WORDS.length)];
|
||||
line += `${CSI}${fg}m${word}${RESET} `;
|
||||
}
|
||||
frame += line + '\r\n';
|
||||
}
|
||||
|
||||
frame += `${CSI}2m── tokens ${1000 + f * 37} · ${spinner} streaming ──${RESET}`;
|
||||
frames.push(frame);
|
||||
}
|
||||
|
||||
if (options.useAltBuffer) {
|
||||
frames[0] = ENTER_ALT + frames[0];
|
||||
frames[frames.length - 1] = frames[frames.length - 1] + EXIT_ALT;
|
||||
}
|
||||
return frames;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a single string that writes `count` distinct Unicode glyphs, wrapping
|
||||
* at `cols`. Distinct codepoints each need their own texture-atlas slot, so this
|
||||
* is the primary lever for forcing the atlas to allocate (and, with a low
|
||||
* `maxAtlasPages`, merge) pages.
|
||||
*
|
||||
* Codepoints are drawn deterministically from CJK Unified Ideographs
|
||||
* (U+4E00..U+9FFF), which provides 20,000+ unique, mono-width glyphs.
|
||||
* @param count Number of distinct glyphs to emit.
|
||||
* @param cols Columns to wrap at (CJK glyphs are width-2, so half this many per row).
|
||||
* @param offset Starting offset into the codepoint range, so consecutive chunks
|
||||
* emit non-overlapping distinct glyphs.
|
||||
*/
|
||||
export function generateUniqueGlyphFlood(count: number, cols: number = 80, offset: number = 0): string {
|
||||
const base = 0x4E00;
|
||||
const range = 0x9FFF - 0x4E00; // 20,991 unique codepoints
|
||||
const perRow = Math.max(1, Math.floor(cols / 2));
|
||||
let out = '';
|
||||
for (let i = 0; i < count; i++) {
|
||||
out += String.fromCodePoint(base + ((offset + i) % range));
|
||||
if ((i + 1) % perRow === 0) {
|
||||
out += '\r\n';
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a deterministic block of mixed "interesting" glyphs spanning the
|
||||
* ranges most likely to exercise the renderer: ASCII, box drawing, block
|
||||
* elements, braille and powerline symbols. Useful as a stable reference payload.
|
||||
* @param seed PRNG seed.
|
||||
* @param lines Number of lines to emit.
|
||||
* @param cols Approximate columns per line.
|
||||
*/
|
||||
export function generateMixedGlyphBlock(seed: number = 1, lines: number = 10, cols: number = 60): string {
|
||||
const rand = mulberry32(seed);
|
||||
const ranges: [number, number][] = [
|
||||
[0x21, 0x7E], // printable ASCII
|
||||
[0x2500, 0x257F], // box drawing
|
||||
[0x2580, 0x259F], // block elements
|
||||
[0x2800, 0x28FF], // braille
|
||||
[0x2190, 0x21FF] // arrows
|
||||
];
|
||||
let out = '';
|
||||
for (let l = 0; l < lines; l++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const [lo, hi] = ranges[Math.floor(rand() * ranges.length)];
|
||||
out += String.fromCodePoint(lo + Math.floor(rand() * (hi - lo)));
|
||||
}
|
||||
out += '\r\n';
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Emits ASCII letters/words each in a distinct 256-color foreground+background.
|
||||
* Every (char,color) pair is a unique atlas glyph, so this fills/merges atlas
|
||||
* pages with realistic English text (no CJK). Deterministic.
|
||||
* @param cells Number of colored cells to emit.
|
||||
* @param offset Color offset so consecutive chunks use new color combos.
|
||||
*/
|
||||
export function generateColoredAsciiFlood(cells: number, offset: number = 0): string {
|
||||
const letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';
|
||||
let out = '';
|
||||
for (let i = 0; i < cells; i++) {
|
||||
const ch = letters[(offset + i) % letters.length];
|
||||
const fg = (offset + i) % 256;
|
||||
const bg = (offset + i * 7) % 256;
|
||||
out += `\x1b[38;5;${fg}m\x1b[48;5;${bg}m${ch}`;
|
||||
if ((i + 1) % 78 === 0) { out += '\x1b[0m\r\n'; }
|
||||
}
|
||||
return out + '\x1b[0m';
|
||||
}
|
||||
Reference in New Issue
Block a user