tests: Add a conformance test for the wrap modes of a cogl material

This renders a texture using different combinations of wrap modes for
the s and t coordinates and then verifies that the expected wrapping
is acheived. The texture is drawn using rectangles, polygons and
vbos. There is also code to test a rectangle using an atlased texture
(which should test the manual repeating) however the validation for
this is currently disabled because it doesn't work.

http://bugzilla.openedhand.com/show_bug.cgi?id=2063
This commit is contained in:
Neil Roberts 2010-03-31 18:54:34 +01:00
parent 75f1dc90b0
commit 08a4995383
3 changed files with 334 additions and 0 deletions

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@ -27,6 +27,7 @@ test_conformance_SOURCES = \
test-cogl-multitexture.c \
test-cogl-texture-mipmaps.c \
test-cogl-texture-rectangle.c \
test-cogl-wrap-modes.c \
test-cogl-pixel-buffer.c \
test-cogl-path.c \
test-path.c \

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@ -0,0 +1,332 @@
#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
#define TEX_SIZE 4
static const ClutterColor stage_color = { 0x80, 0x80, 0x80, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
CoglHandle texture;
guint frame;
} TestState;
static CoglHandle
create_texture (CoglTextureFlags flags)
{
guint8 *data = g_malloc (TEX_SIZE * TEX_SIZE * 4), *p = data;
CoglHandle tex;
int x, y;
for (y = 0; y < TEX_SIZE; y++)
for (x = 0; x < TEX_SIZE; x++)
{
*(p++) = 0;
*(p++) = (x & 1) * 255;
*(p++) = (y & 1) * 255;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, flags,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
TEX_SIZE * 4,
data);
g_free (data);
return tex;
}
static CoglHandle
create_material (TestState *state,
CoglMaterialWrapMode wrap_mode_s,
CoglMaterialWrapMode wrap_mode_t)
{
CoglHandle material;
material = cogl_material_new ();
cogl_material_set_layer (material, 0, state->texture);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer_wrap_mode_s (material, 0, wrap_mode_s);
cogl_material_set_layer_wrap_mode_t (material, 0, wrap_mode_t);
return material;
}
static CoglMaterialWrapMode
test_wrap_modes[] =
{
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE
};
static void
draw_tests (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
/* Create a separate material for each pair of wrap modes so
that we can verify whether the batch splitting works */
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
/* Render the material at four times the size of the texture */
cogl_rectangle_with_texture_coords (i * TEX_SIZE, 0,
(i + 2) * TEX_SIZE, TEX_SIZE * 2,
0, 0, 2, 2);
}
}
static const CoglTextureVertex vertices[4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, TEX_SIZE * 2, 0.0f, 0.0f, 2.0f },
{ TEX_SIZE * 2, TEX_SIZE * 2, 0.0f, 2.0f, 2.0f },
{ TEX_SIZE * 2, 0.0f, 0.0f, 2.0f, 0.0f }
};
static void
draw_tests_polygon (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_polygon (vertices, G_N_ELEMENTS (vertices), FALSE);
cogl_pop_matrix ();
}
}
static void
draw_tests_vbo (TestState *state)
{
CoglHandle vbo;
int i;
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].tx);
cogl_vertex_buffer_submit (vbo);
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
cogl_pop_matrix ();
}
cogl_handle_unref (vbo);
}
static void
draw_frame (TestState *state)
{
/* Draw the tests first with a non atlased texture */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
draw_tests (state);
cogl_handle_unref (state->texture);
/* Draw the tests again with a possible atlased texture. This should
end up testing software repeats */
state->texture = create_texture (COGL_TEXTURE_NONE);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 2.0f, 0.0f);
draw_tests (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using cogl_polygon */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 4.0f, 0.0f);
draw_tests_polygon (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using a vertex buffer */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
draw_tests_vbo (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
}
static void
validate_set (TestState *state, int offset)
{
guint8 data[TEX_SIZE * 2 * TEX_SIZE * 2 * 4], *p;
int x, y, i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
cogl_read_pixels (i * TEX_SIZE, offset * TEX_SIZE * 2,
TEX_SIZE * 2, TEX_SIZE * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
p = data;
for (y = 0; y < TEX_SIZE * 2; y++)
for (x = 0; x < TEX_SIZE * 2; x++)
{
guint8 green, blue;
if (x < TEX_SIZE ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
green = (x & 1) * 255;
else
green = ((TEX_SIZE - 1) & 1) * 255;
if (y < TEX_SIZE ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
blue = (y & 1) * 255;
else
blue = ((TEX_SIZE - 1) & 1) * 255;
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, green);
g_assert_cmpint (p[2], ==, blue);
p += 4;
}
}
}
static void
validate_result (TestState *state)
{
validate_set (state, 0); /* non-atlased rectangle */
#if 0 /* this doesn't currently work */
validate_set (state, 1); /* atlased rectangle */
#endif
validate_set (state, 2); /* cogl_polygon */
validate_set (state, 3); /* vertex buffer */
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
draw_frame (state);
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
/* Need to increment frame first because clutter_stage_read_pixels
fires a redraw */
frame_num = state->frame++;
if (frame_num == 2)
validate_result (state);
else if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_wrap_modes (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler;
state.frame = 0;
state.stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
if (g_test_verbose ())
g_print ("OK\n");
}

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@ -200,6 +200,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_sub_texture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_pixel_buffer);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_rectangle);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_wrap_modes);
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_contiguous);
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_interleved);