`capture_backdrop` copied the whole target into the backdrop texture for every callback that asked for one, so a panel-sized blur on a large screen paid for the entire frame, once per blur. Ask the callback what it needs instead: `CallbackTrait::backdrop_rect` is given the rect the callback will be drawn into, its own rect already cut down by the clip rect, and returns the region it needs to read. Those are different questions — a blur reads its radius beyond every edge it draws — and keeping them apart is what lets the margin survive clipping, which inflating the callback's own rect could not do: that rect is also the viewport it draws into. `Backdrop::valid_in_pixels` reports what was captured. The texture stays full-size so a pixel is still where the effect expects it; only the region that was asked for holds this frame. The default answer is the rect the callback is drawn into, which is right for an effect that only reads the pixels it covers, so nothing has to change unless it reads further out. With nine blurred panels of 240x150 at radius 24 on a 1600x1200 canvas, this plus scissoring the blur passes in regui takes the frame rate from 146 to 1690 fps on WebGPU and 135 to 616 on WebGL2, measured in Chrome; the marginal cost of one blur drops about twentyfold. egui_kittest's snapshots of the same blurs come out pixel for pixel identical.
egui_kittest
Ui testing library for egui, based on kittest (an AccessKit based testing library).
Example usage
use egui::accesskit::Toggled;
use egui_kittest::{Harness, kittest::{Queryable, NodeT}};
let mut checked = false;
let app = |ui: &mut egui::Ui| {
ui.checkbox(&mut checked, "Check me!");
};
let mut harness = Harness::new_ui(app);
let checkbox = harness.get_by_label("Check me!");
assert_eq!(checkbox.accesskit_node().toggled(), Some(Toggled::False));
checkbox.click();
harness.run();
let checkbox = harness.get_by_label("Check me!");
assert_eq!(checkbox.accesskit_node().toggled(), Some(Toggled::True));
// Shrink the window size to the smallest size possible
harness.fit_contents();
// You can even render the ui and do image snapshot tests
#[cfg(all(feature = "wgpu", feature = "snapshot"))]
harness.snapshot("readme_example");
Configuration
You can configure test settings via a kittest.toml file in your workspace root.
All possible settings and their defaults:
# path to the snapshot directory
output_path = "tests/snapshots"
# default threshold for image comparison tests
threshold = 0.6
# default failed_pixel_count_threshold
failed_pixel_count_threshold = 0
[windows]
threshold = 0.6
failed_pixel_count_threshold = 0
[macos]
threshold = 0.6
failed_pixel_count_threshold = 0
[linux]
threshold = 0.6
failed_pixel_count_threshold = 0
Snapshot testing
There is a snapshot testing feature. To create snapshot tests, enable the snapshot and wgpu features.
Once enabled, you can call Harness::snapshot to render the ui and save the image to the tests/snapshots directory.
To update the snapshots, run your tests with UPDATE_SNAPSHOTS=true, so e.g. UPDATE_SNAPSHOTS=true cargo test.
Running with UPDATE_SNAPSHOTS=true will cause the tests to succeed.
This is so that you can set UPDATE_SNAPSHOTS=true and update all tests, without cargo test failing on the first failing crate.
UPDATE_SNAPSHOTS=true will only update the images of failing tests.
If you want to update all snapshot images, even those that are within error margins,
run with UPDATE_SNAPSHOTS=force.
If you want to have multiple snapshots in the same test, it makes sense to collect the results in a SnapshotResults
(look here for an example).
This way they can all be updated at the same time.
You should add the following to your .gitignore:
**/tests/snapshots/**/*.diff.png
**/tests/snapshots/**/*.new.png
Guidelines for writing snapshot tests
- Whenever possible prefer regular Rust tests or
instasnapshot tests over image comparison tests because…- …compared to regular Rust tests, they can be relatively slow to run
- …they are brittle since unrelated side effects (like a change in color) can cause the test to fail
- …images take up repo space
- images should…
- …be checked in or otherwise be available (egui uses git LFS files for this purpose)
- …depict exactly what's tested and nothing else
- …have a low resolution to avoid growth in repo size
- …have a low comparison threshold to avoid the test passing despite unwanted differences (the default threshold should be fine for most usecases!)
What to do when CI / another computer produces a different image?
The default tolerance settings should be fine for almost all gui comparison tests. However, especially when you're using custom rendering, you may observe images difference with different setups leading to unexpected test failures.
First check whether the difference is due to a change in enabled rendering features, potentially due to difference in hardware (/software renderer) capabilities. Generally you should carefully enforcing the same set of features for all test runs, but this may happen nonetheless.
Once you validated that the differences are miniscule and hard to avoid, you can try to carefully adjust the comparison tolerance setting (SnapshotOptions::threshold, TODO(#5683): as well as number of pixels allowed to differ) for the specific test.
⚠️ WARNING ⚠️ Picking too high tolerances may mean that you are missing actual test failures. It is recommended to manually verify that the tests still break under the right circumstances as expected after adjusting the tolerances.
In order to avoid image differences, it can be useful to form an understanding of how they occur in the first place.
Discrepancies can be caused by a variety of implementation details that depend on the concrete GPU, OS, rendering backend (Metal/Vulkan/DX12 etc.) or graphics driver (even between different versions of the same driver).
Common issues include:
- multi-sample anti-aliasing
- sample placement and sample resolve steps are implementation defined
- alpha-to-coverage algorithm/pattern can wary wildly between implementations
- texture filtering
- different implementations may apply different optimizations even for simple linear texture filtering
- out of bounds texture access (via
textureLoad)- implementations are free to return indeterminate values instead of clamping
- floating point evaluation, for details see WGSL spec § 15.7. Floating Point Evaluation. Notably:
- rounding mode may be inconsistent
- floating point math "optimizations" may occur
- depending on output shading language, different arithmetic optimizations may be performed upon floating point operations even if they change the result
- floating point denormal flush
- even on modern implementations, denormal float values may be flushed to zero
NaN/Infhandling- whenever the result of a function should yield
NaN/Inf, implementations may free to yield an indeterminate value instead
- whenever the result of a function should yield
- builtin-function function precision & error handling (trigonometric functions and others)
- partial derivatives (dpdx/dpdx)
- implementations are free to use either
dpdxFineordpdxCoarse
- implementations are free to use either
- [...]
From this follow a few simple recommendations (these may or may not apply as they may impose unwanted restrictions on your rendering setup):
- avoid enabling mult-sample anti-aliasing whenever it's not explicitly tested or needed
- do not rely on NaN, Inf and denormal float values
- consider dedicated test paths for texture sampling
- prefer explicit partial derivative functions