2016-06-16 15:04:40 -04:00
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#include <cogl/cogl.h>
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2012-03-06 18:36:45 -05:00
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2019-01-20 05:41:48 -05:00
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#include "test-declarations.h"
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#include "test-utils.h"
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#define POINT_SIZE 8
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static const CoglVertexP2T2
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point =
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{
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POINT_SIZE, POINT_SIZE,
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0.0f, 0.0f
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};
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Switch use of primitive glib types to c99 equivalents
The coding style has for a long time said to avoid using redundant glib
data types such as gint or gchar etc because we feel that they make the
code look unnecessarily foreign to developers coming from outside of the
Gnome developer community.
Note: When we tried to find the historical rationale for the types we
just found that they were apparently only added for consistent syntax
highlighting which didn't seem that compelling.
Up until now we have been continuing to use some of the platform
specific type such as gint{8,16,32,64} and gsize but this patch switches
us over to using the standard c99 equivalents instead so we can further
ensure that our code looks familiar to the widest range of C developers
who might potentially contribute to Cogl.
So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this
switches all Cogl code to instead use the int{8,16,32,64}_t and
uint{8,16,32,64}_t c99 types instead.
Instead of gsize we now use size_t
For now we are not going to use the c99 _Bool type and instead we have
introduced a new CoglBool type to use instead of gboolean.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
2012-04-16 16:56:40 -04:00
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static const uint8_t
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tex_data[3 * 2 * 2] =
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{
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0x00, 0x00, 0xff, 0x00, 0xff, 0x00,
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0x00, 0xff, 0xff, 0xff, 0x00, 0x00
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};
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static void
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do_test (gboolean check_orientation,
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gboolean use_glsl)
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{
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int fb_width = cogl_framebuffer_get_width (test_fb);
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int fb_height = cogl_framebuffer_get_height (test_fb);
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CoglPrimitive *prim;
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GError *error = NULL;
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CoglTexture2D *tex_2d;
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CoglPipeline *pipeline, *solid_pipeline;
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int tex_height;
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cogl_framebuffer_orthographic (test_fb,
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0, 0, /* x_1, y_1 */
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fb_width, /* x_2 */
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fb_height /* y_2 */,
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-1, 100 /* near/far */);
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cogl_framebuffer_clear4f (test_fb,
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COGL_BUFFER_BIT_COLOR,
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1.0f, 1.0f, 1.0f, 1.0f);
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/* If we're not checking the orientation of the point sprite then
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* we'll set the height of the texture to 1 so that the vertical
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* orientation does not matter */
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if (check_orientation)
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tex_height = 2;
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else
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tex_height = 1;
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tex_2d = cogl_texture_2d_new_from_data (test_ctx,
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2, tex_height, /* width/height */
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COGL_PIXEL_FORMAT_RGB_888,
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6, /* row stride */
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tex_data,
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&error);
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g_assert (tex_2d != NULL);
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g_assert (error == NULL);
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d);
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cogl_pipeline_set_layer_filters (pipeline,
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0, /* layer_index */
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_pipeline_set_point_size (pipeline, POINT_SIZE);
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/* If we're using GLSL then we don't need to enable point sprite
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* coords and we can just directly reference cogl_point_coord in the
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* snippet */
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if (use_glsl)
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{
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CoglSnippet *snippet =
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cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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NULL, /* declarations */
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NULL /* post */);
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static const char source[] =
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" cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n";
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cogl_snippet_set_replace (snippet, source);
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/* Keep a reference to the original pipeline because there is no
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* way to remove a snippet in order to recreate the solid
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* pipeline */
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solid_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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else
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{
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gboolean res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
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/* layer_index */
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0,
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/* enable */
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TRUE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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solid_pipeline = cogl_pipeline_copy (pipeline);
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res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline,
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/* layer_index */
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0,
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/* enable */
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FALSE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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}
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prim = cogl_primitive_new_p2t2 (test_ctx,
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COGL_VERTICES_MODE_POINTS,
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1, /* n_vertices */
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&point);
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cogl_primitive_draw (prim, test_fb, pipeline);
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/* Render the primitive again without point sprites to make sure
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disabling it works */
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cogl_framebuffer_push_matrix (test_fb);
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cogl_framebuffer_translate (test_fb,
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POINT_SIZE * 2, /* x */
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0.0f, /* y */
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0.0f /* z */);
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cogl_primitive_draw (prim, test_fb, solid_pipeline);
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cogl_framebuffer_pop_matrix (test_fb);
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cogl_object_unref (prim);
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cogl_object_unref (solid_pipeline);
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cogl_object_unref (pipeline);
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cogl_object_unref (tex_2d);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x00ff00ff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0x00ffffff :
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0xff0000ff :
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0x00ff00ff);
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/* When rendering without the point sprites all of the texture
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coordinates should be 0,0 so it should get the top-left texel
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which is blue */
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test_utils_check_region (test_fb,
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POINT_SIZE * 3 - POINT_SIZE / 2 + 1,
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POINT_SIZE - POINT_SIZE / 2 + 1,
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POINT_SIZE - 2, POINT_SIZE - 2,
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0x0000ffff);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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void
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test_point_sprite (void)
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{
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do_test (FALSE /* don't check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_orientation (void)
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{
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do_test (TRUE /* check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_glsl (void)
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{
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do_test (FALSE /* don't check orientation */,
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TRUE /* use GLSL */);
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2012-07-02 09:50:54 -04:00
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}
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