-
Notifications
You must be signed in to change notification settings - Fork 70
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add precision and tolerance apis #63
Comments
I'm in the process of adding AccessibilitySnapshot to a project I'm working on, and this is our last remaining blocker. I noticed #64 from a bit over a year ago: is there anything I can do to help get this over the line? More than happy to create a new PR if needed. |
We're still using our fork. Would be great to get this merged ir any info what would contribute to it being merged |
Hey! Sorry, this one fell through my GitHub queue. We've been exploring snapshot precision/tolerance APIs internally for snapshots in general. Reducing precision is unfortunately necessary when working across multiple types of machines, but we've seen a lot of cases where it's easy to let non-trivial regressions slip through with reasonable precision levels. I'm hoping we can find some alternative comparison methods that resolve the issue while reducing the possibility of letting through regressions. cc @jhneves |
@fruitcoder Does using per-pixel tolerance alone (without overall tolerance) fix your CI issues? I think that one is a bit safer than overall tolerance. |
Are you talking about the |
Ahh you're using SnapshotTesting. Per-pixel tolerance is only supported out of box in iOSSnapshotTestCase right now (see Perceptual precision is very similar to per-pixel precision, just using a different definition for how "similar" two pixels are. It potentially could be more reliable than standard per-pixel precision, but I haven't had a chance to run it through our test suite yet. |
Hey @fruitcoder, just following up here - did you get a chance to test whether per-pixel/perceptual precision is sufficient to fix your CI issues? |
Hey @NickEntin! Is there anything I can test here? I'm using snapshot testing and still can't find a way to get an image strategy that uses any kind of tolerance 🤔 |
@fruitcoder Try this branch. That should give you a parameter for |
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around...
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see uber/ios-snapshot-test-case#109). The negative effects of this were mitigated in iOSSnapshotTestCase by adding two tolerances: a **per-pixel tolerance** that controls how close in color two pixels need to be to count as unchanged and an **overall tolerance** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these tolerances to non-zero values enables engineers to record tests on one machine and run them on another without worrying about the tests failing due to differences in GPU rendering.
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see uber/ios-snapshot-test-case#109). The negative effects of this were mitigated in iOSSnapshotTestCase by adding two tolerances to snapshot comparisons: a **per-pixel tolerance** that controls how close in color two pixels need to be to count as unchanged and an **overall tolerance** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these tolerances to non-zero values enables engineers to record tests on one machine and run them on another (e.g. record new reference images on their laptop and then run tests on CI) without worrying about the tests failing due to differences in GPU rendering. This is great in theory, but from our testing we've found even the lowest tolerance values to consistently handle GPU differences between machine types let through a significant number of visual regressions. In other words, there is no magic tolerance threshold that avoids false negatives based on GPU rendering and also avoids false positives based on minor visual regressions. This is especially true for accessibility snapshots. To start, tolerances seem to be more reliable when applied to relatively small snapshot images, but accessibility snapshots tend to be fairly large since they include both the view and the legend. Additionally, the text in the legend can change meaningfully and reflect only a small number of pixel changes. For example, I ran a test of full screen snapshot on an iPhone 12 Pro with two columns of legend. Even an overall tolerance of only `0.0001` (0.01%) was enough to let through a regression where one of the elements lost its `.link` trait (represented by the text "Link." appended to the element's description in the snapshot). But this low a tolerance _wasn't_ enough to handle the GPU rendering differences between a MacBook Pro and a Mac Mini. This is a simplified example since it only uses `overallTolerance`, not `perPixelTolerance`, but we've found many similar situations arise even with the combination. Some teams have developed infrastructure to allow snapshots to run on the same hardware consistently and have built a developer process around that infrastructure, but many others have accepted tolerances as a necessity today. ## Why create separate "imprecise" variants? The simplest approach to adding tolerances would be adding the `perPixelTolerance` and `overallTolerance` parameters to the existing snapshot methods, however I feel adding separate methods with an "imprecise" prefix is better in the long run. The naming is motivated by the idea that **it needs to be very obvious when what you're doing might result in unexpected/undesirable behavior**. In other words, when using one of the core snapshot methods, you should have extremely high confidence that a test passing means there's no regressions. When you use an "imprecise" variant, it's up to you to set your confidence levels according to your chosen tolerances. This is similar to the "unsafe" terminology around memory in the Swift API. You should generally feel very confident in the memory safety of your code, but any time you see "unsafe" it's a sign to be extra careful and not gather unwarranted confidence from the compiler. Longer term, I'm hopeful we can find alternative comparison algorithms that allow for GPU rendering differences without opening the door to regressions. We can integrate these into the core snapshot methods as long as they do not introduce opportunities for regressions, or add additional comparison variants to iterate on different approaches.
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see uber/ios-snapshot-test-case#109). The negative effects of this were mitigated in iOSSnapshotTestCase by adding two tolerances to snapshot comparisons: a **per-pixel tolerance** that controls how close in color two pixels need to be to count as unchanged and an **overall tolerance** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these tolerances to non-zero values enables engineers to record tests on one machine and run them on another (e.g. record new reference images on their laptop and then run tests on CI) without worrying about the tests failing due to differences in GPU rendering. This is great in theory, but from our testing we've found even the lowest tolerance values to consistently handle GPU differences between machine types let through a significant number of visual regressions. In other words, there is no magic tolerance threshold that avoids false negatives based on GPU rendering and also avoids false positives based on minor visual regressions. This is especially true for accessibility snapshots. To start, tolerances seem to be more reliable when applied to relatively small snapshot images, but accessibility snapshots tend to be fairly large since they include both the view and the legend. Additionally, the text in the legend can change meaningfully and reflect only a small number of pixel changes. For example, I ran a test of full screen snapshot on an iPhone 12 Pro with two columns of legend. Even an overall tolerance of only `0.0001` (0.01%) was enough to let through a regression where one of the elements lost its `.link` trait (represented by the text "Link." appended to the element's description in the snapshot). But this low a tolerance _wasn't_ enough to handle the GPU rendering differences between a MacBook Pro and a Mac Mini. This is a simplified example since it only uses `overallTolerance`, not `perPixelTolerance`, but we've found many similar situations arise even with the combination. Some teams have developed infrastructure to allow snapshots to run on the same hardware consistently and have built a developer process around that infrastructure, but many others have accepted tolerances as a necessity today. ## Why create separate "imprecise" variants? The simplest approach to adding tolerances would be adding the `perPixelTolerance` and `overallTolerance` parameters to the existing snapshot methods, however I feel adding separate methods with an "imprecise" prefix is better in the long run. The naming is motivated by the idea that **it needs to be very obvious when what you're doing might result in unexpected/undesirable behavior**. In other words, when using one of the core snapshot methods, you should have extremely high confidence that a test passing means there's no regressions. When you use an "imprecise" variant, it's up to you to set your confidence levels according to your chosen tolerances. This is similar to the "unsafe" terminology around memory in the Swift API. You should generally feel very confident in the memory safety of your code, but any time you see "unsafe" it's a sign to be extra careful and not gather unwarranted confidence from the compiler. Longer term, I'm hopeful we can find alternative comparison algorithms that allow for GPU rendering differences without opening the door to regressions. We can integrate these into the core snapshot methods as long as they do not introduce opportunities for regressions, or add additional comparison variants to iterate on different approaches.
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see uber/ios-snapshot-test-case#109). The negative effects of this were mitigated in iOSSnapshotTestCase by adding two tolerances to snapshot comparisons: a **per-pixel tolerance** that controls how close in color two pixels need to be to count as unchanged and an **overall tolerance** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these tolerances to non-zero values enables engineers to record tests on one machine and run them on another (e.g. record new reference images on their laptop and then run tests on CI) without worrying about the tests failing due to differences in GPU rendering. This is great in theory, but from our testing we've found even the lowest tolerance values to consistently handle GPU differences between machine types let through a significant number of visual regressions. In other words, there is no magic tolerance threshold that avoids false negatives based on GPU rendering and also avoids false positives based on minor visual regressions. This is especially true for accessibility snapshots. To start, tolerances seem to be more reliable when applied to relatively small snapshot images, but accessibility snapshots tend to be fairly large since they include both the view and the legend. Additionally, the text in the legend can change meaningfully and reflect only a small number of pixel changes. For example, I ran a test of full screen snapshot on an iPhone 12 Pro with two columns of legend. Even an overall tolerance of only `0.0001` (0.01%) was enough to let through a regression where one of the elements lost its `.link` trait (represented by the text "Link." appended to the element's description in the snapshot). But this low a tolerance _wasn't_ enough to handle the GPU rendering differences between a MacBook Pro and a Mac Mini. This is a simplified example since it only uses `overallTolerance`, not `perPixelTolerance`, but we've found many similar situations arise even with the combination. Some teams have developed infrastructure to allow snapshots to run on the same hardware consistently and have built a developer process around that infrastructure, but many others have accepted tolerances as a necessity today. ## Why create separate "imprecise" variants? The simplest approach to adding tolerances would be adding the `perPixelTolerance` and `overallTolerance` parameters to the existing snapshot methods, however I feel adding separate methods with an "imprecise" prefix is better in the long run. The naming is motivated by the idea that **it needs to be very obvious when what you're doing might result in unexpected/undesirable behavior**. In other words, when using one of the core snapshot methods, you should have extremely high confidence that a test passing means there's no regressions. When you use an "imprecise" variant, it's up to you to set your confidence levels according to your chosen tolerances. This is similar to the "unsafe" terminology around memory in the Swift API. You should generally feel very confident in the memory safety of your code, but any time you see "unsafe" it's a sign to be extra careful and not gather unwarranted confidence from the compiler. Longer term, I'm hopeful we can find alternative comparison algorithms that allow for GPU rendering differences without opening the door to regressions. We can integrate these into the core snapshot methods as long as they do not introduce opportunities for regressions, or add additional comparison variants to iterate on different approaches.
This adds variants of the `SnapshotVerify*(...)` methods that allow for imprecise comparisons, i.e. using the `perPixelTolerance` and `overallTolerance` parameters. ## Why is this necessary? Adding tolerances has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see uber/ios-snapshot-test-case#109). The negative effects of this were mitigated in iOSSnapshotTestCase by adding two tolerances to snapshot comparisons: a **per-pixel tolerance** that controls how close in color two pixels need to be to count as unchanged and an **overall tolerance** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these tolerances to non-zero values enables engineers to record tests on one machine and run them on another (e.g. record new reference images on their laptop and then run tests on CI) without worrying about the tests failing due to differences in GPU rendering. This is great in theory, but from our testing we've found even the lowest tolerance values to consistently handle GPU differences between machine types let through a significant number of visual regressions. In other words, there is no magic tolerance threshold that avoids false negatives based on GPU rendering and also avoids false positives based on minor visual regressions. This is especially true for accessibility snapshots. To start, tolerances seem to be more reliable when applied to relatively small snapshot images, but accessibility snapshots tend to be fairly large since they include both the view and the legend. Additionally, the text in the legend can change meaningfully and reflect only a small number of pixel changes. For example, I ran a test of full screen snapshot on an iPhone 12 Pro with two columns of legend. Even an overall tolerance of only `0.0001` (0.01%) was enough to let through a regression where one of the elements lost its `.link` trait (represented by the text "Link." appended to the element's description in the snapshot). But this low a tolerance _wasn't_ enough to handle the GPU rendering differences between a MacBook Pro and a Mac Mini. This is a simplified example since it only uses `overallTolerance`, not `perPixelTolerance`, but we've found many similar situations arise even with the combination. Some teams have developed infrastructure to allow snapshots to run on the same hardware consistently and have built a developer process around that infrastructure, but many others have accepted tolerances as a necessity today. ## Why create separate "imprecise" variants? The simplest approach to adding tolerances would be adding the `perPixelTolerance` and `overallTolerance` parameters to the existing snapshot methods, however I feel adding separate methods with an "imprecise" prefix is better in the long run. The naming is motivated by the idea that **it needs to be very obvious when what you're doing might result in unexpected/undesirable behavior**. In other words, when using one of the core snapshot methods, you should have extremely high confidence that a test passing means there's no regressions. When you use an "imprecise" variant, it's up to you to set your confidence levels according to your chosen tolerances. This is similar to the "unsafe" terminology around memory in the Swift API. You should generally feel very confident in the memory safety of your code, but any time you see "unsafe" it's a sign to be extra careful and not gather unwarranted confidence from the compiler. Longer term, I'm hopeful we can find alternative comparison algorithms that allow for GPU rendering differences without opening the door to regressions. We can integrate these into the core snapshot methods as long as they do not introduce opportunities for regressions, or add additional comparison variants to iterate on different approaches.
This adds variants of the `Snapshotting` extensions that allow for imprecise comparisons, i.e. using the `precision` and `perceptualPrecision` parameters. ## Why is this necessary? Adding precision parameters has been a highly requested feature (see #63) to work around some simulator changes introduced in iOS 13. Historically the simulator has supported CPU-based rendering, giving us very stable image representations of views that we can compare pixel-by-pixel. Unfortunately, with iOS 13, Apple changed the simulator to use exclusively GPU-based rendering, which means that the resulting snapshots may differ slightly across machines (see pointfreeco/swift-snapshot-testing#313). The negative effects of this were mitigated in SnapshotTesting by adding two precision controls to snapshot comparisons: a **perceptual precision** that controls how close in color two pixels need to be to count as unchanged (using the Lab ΔE distance between colors) and an overall **precision** that controls what portion of pixels between two images need to be the same (based on the per-pixel calculation) for the images to be considered unchanged. Setting these precisions to non-one values enables engineers to record tests on one machine and run them on another (e.g. record new reference images on their laptop and then run tests on CI) without worrying about the tests failing due to differences in GPU rendering. This is great in theory, but from our testing we've found even the lowest tolerances (near-one precision values) to consistently handle GPU differences between machine types let through a significant number of visual regressions. In other words, there is no magic set of precision values that avoids false negatives based on GPU rendering and also avoids false positives based on minor visual regressions. This is especially true for accessibility snapshots. To start, tolerances seem to be more reliable when applied to relatively small snapshot images, but accessibility snapshots tend to be fairly large since they include both the view and the legend. Additionally, the text in the legend can change meaningfully and reflect only a small number of pixel changes. For example, I ran a test of full screen snapshot on an iPhone 12 Pro with two columns of legend. Even a precision of `0.9999` (99.99%) was enough to let through a regression where one of the elements lost its `.link` trait (represented by the text "Link." appended to the element's description in the snapshot). But this high a precision _wasn't_ enough to handle the GPU rendering differences between a MacBook Pro and a Mac Mini. This is a simplified example since it only uses `precision`, not `perceptualPrecision`, but we've found many similar situations arise even with the combination. Some teams have developed infrastructure to allow snapshots to run on the same hardware consistently and have built a developer process around that infrastructure, but many others have accepted lowering precision as a necessity today. ## Why create separate "imprecise" variants? The simplest approach to adding tolerances would be adding the `precision` and `perceptualPrecision` parameters to the existing snapshot methods, however I feel adding separate methods with an "imprecise" prefix is better in the long run. The naming is motivated by the idea that **it needs to be very obvious when what you're doing might result in unexpected/undesirable behavior**. In other words, when using one of the core snapshot variants, you should have extremely high confidence that a test passing means there's no regressions. When you use an "imprecise" variant, it's up to you to set your confidence levels according to your chosen precision values. This is similar to the "unsafe" terminology around memory in the Swift API. You should generally feel very confident in the memory safety of your code, but any time you see "unsafe" it's a sign to be extra careful and not gather unwarranted confidence from the compiler. Longer term, I'm hopeful we can find alternative comparison algorithms that allow for GPU rendering differences without opening the door to regressions. We can integrate these into the core snapshot variants as long as they do not introduce opportunities for regressions, or add additional comparison variants to iterate on different approaches.
The missing
tolerance
was mentioned here #15 but no PR was added yet. I'll leave this here while I'm experimenting with the implementation to fix failing snapshots on my CI.The text was updated successfully, but these errors were encountered: