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Wait for packed sprite metadata in visual validation - #1929
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bghgary merged 2 commits intoOct 13, 2026
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Scene readiness does not inspect sprite managers, allowing packed-atlas rendering to be skipped while its metadata is still loading. Include SpriteManager.isReady in the existing per-example readiness workaround and enable it for Sprites Pixel Perfect. Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
bkaradzic-microsoft
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Oct 13, 2026
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What changed in this PR
Adds an opt-in readiness workaround for visual validation so sprite packed-atlas metadata is loaded before capturing, preventing missing sprite elements in pixel-perfect comparisons.
Changes:
- Extend the
wait-for-readinessworkaround to include sprite-manager readiness (packed-atlas metadata). - Update the native validation runner to wait for both GUI image readiness and sprite-manager readiness.
- Enable
wait-for-readinessfor the “Sprites Pixel Perfect” visual test entry.
| File | Description |
|---|---|
| Documentation/AddingNewValidationTests.md | Documents that wait-for-readiness also waits for sprite-manager readiness / packed-atlas metadata. |
| Apps/Playground/Scripts/validation_native.js | Implements sprite-manager readiness checks alongside existing GUI readiness checks. |
| Apps/Playground/Scripts/config.json | Opts the “Sprites Pixel Perfect” test into the wait-for-readiness workaround. |
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bghgary
enabled auto-merge (squash)
October 13, 2026 00:31
Copilot stopped reviewing on behalf of
bghgary due to an error
October 13, 2026 00:38
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com> Copilot-Session: ab498524-a293-43a8-9d24-59fbdfaa3b67
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[Created by Copilot on behalf of @bghgary]
Sprites Pixel Perfect can capture before packed-atlas metadata loads, omitting the blue triangle. Scene readiness does not wait for that metadata.
This remains an opt-in
wait-for-readinessworkaround; tests without it retain their existing behavior. The example still needs to register its sprite manager withScene.addIsReadyCheck.A controlled two-second metadata delay reproduces the failure before the fix (11.964% differing pixels) and passes with it (0.833%, below the 2.5% limit). All 371 enabled visual tests pass locally on Windows with Direct3D 11; 349 are skipped by the existing configuration.