mutter/tests/conform/test-color-mask.c

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#include <cogl/cogl.h>
#include "test-utils.h"
#define TEX_SIZE 128
#define NUM_FBOS 3
typedef struct _TestState
{
int width;
int height;
CoglHandle tex[NUM_FBOS];
CoglFramebuffer *fbo[NUM_FBOS];
} TestState;
static void
paint (TestState *state)
{
CoglColor bg;
int i;
cogl_set_source_color4ub (255, 255, 255, 255);
/* We push the third framebuffer first so that later we can switch
back to it by popping to test that that works */
cogl_push_framebuffer (state->fbo[2]);
cogl_push_framebuffer (state->fbo[0]);
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
cogl_pop_framebuffer ();
cogl_push_framebuffer (state->fbo[1]);
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
cogl_pop_framebuffer ();
/* We should now be back on the third framebuffer */
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
cogl_pop_framebuffer ();
cogl_color_init_from_4ub (&bg, 128, 128, 128, 255);
cogl_clear (&bg, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH);
/* Render all of the textures to the screen */
for (i = 0; i < NUM_FBOS; i++)
{
cogl_set_source_texture (state->tex[i]);
cogl_rectangle (2.0f / NUM_FBOS * i - 1.0f, -1.0f,
2.0f / NUM_FBOS * (i + 1) - 1.0f, 1.0f);
}
/* Verify all of the fbos drew the right color */
for (i = 0; i < NUM_FBOS; i++)
{
guint8 expected_colors[NUM_FBOS][4] =
{ { 0xff, 0x00, 0x00, 0xff },
{ 0x00, 0xff, 0x00, 0xff },
{ 0x00, 0x00, 0xff, 0xff } };
test_utils_check_pixel_rgb (state->width * (i + 0.5f) / NUM_FBOS,
state->height / 2,
expected_colors[i][0],
expected_colors[i][1],
expected_colors[i][2]);
}
}
void
test_cogl_color_mask (TestUtilsGTestFixture *fixture,
void *data)
{
TestUtilsSharedState *shared_state = data;
TestState state;
CoglColor bg;
int i;
state.width = cogl_framebuffer_get_width (shared_state->fb);
state.height = cogl_framebuffer_get_height (shared_state->fb);
cogl_color_init_from_4ub (&bg, 0, 0, 0, 255);
for (i = 0; i < NUM_FBOS; i++)
{
state.tex[i] = cogl_texture_new_with_size (128, 128,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGB_888);
state.fbo[i] = COGL_FRAMEBUFFER (
cogl_offscreen_new_to_texture (state.tex[i]));
/* Clear the texture color bits */
cogl_push_framebuffer (state.fbo[i]);
cogl_clear (&bg, COGL_BUFFER_BIT_COLOR);
cogl_pop_framebuffer ();
cogl_framebuffer_set_color_mask (state.fbo[i],
i == 0 ? COGL_COLOR_MASK_RED :
i == 1 ? COGL_COLOR_MASK_GREEN :
COGL_COLOR_MASK_BLUE);
}
paint (&state);
if (cogl_test_verbose ())
g_print ("OK\n");
}