diff --git a/src/Ryujinx.Tests/Graphics/AstcDecoderTests.cs b/src/Ryujinx.Tests/Graphics/AstcDecoderTests.cs index b44b1cafb..7d8868c67 100644 --- a/src/Ryujinx.Tests/Graphics/AstcDecoderTests.cs +++ b/src/Ryujinx.Tests/Graphics/AstcDecoderTests.cs @@ -11,6 +11,24 @@ using System.Threading.Tasks; namespace Ryujinx.Tests.Graphics { + /** + * + * NOTES + * + * HOW I GENERATED INPUT DATA + * Step 1. Create ASTC-compressed image from sample data. + * *** NOTE This image isn't 2^x evenly sized, it's 768x512 - something that would break down into nice squares, for sure. + * `bin/astcenc-avx2 -cl sources/kodim01.png output/kodim01.l4x4.astc 4x4 -fast` + * + * Step 2. Decompress the data we just created. + * `bin/astcenc-avx2 -dl output/kodim01.l4x4.astc output/kodim01.l4x4.astc.png` + * + * WHAT WE DO IN THE TEST BELOW: + * 1. Read the sample iamge, ASTC-compressed reference, and decompressed reference that we generated above. + * 2. Run TryDecodeToRgba8P on our ASTC-compressed texture. + * 3. Assert that the data we decompressed in our method is the same data as the decompressed reference image. + */ + public class AstcDecoderTests { private string _workingDir; @@ -39,7 +57,7 @@ namespace Ryujinx.Tests.Graphics int levels = 1; int layers = 1; - _ = AstcDecoder.TryDecodeToRgba8P(original, blockWidth, blockHeight, texWidth, texHeight, depth, levels, layers, out outputBuffer); + _ = AstcDecoder.TryDecodeToRgba8P(encodedRef, blockWidth, blockHeight, texWidth, texHeight, depth, levels, layers, out outputBuffer); var outputPath = Path.Join(_testDataDir, "kodim01.l4x4.output.png"); // Make sure we're clobbering the test output.