test-backface-culling: Use the experimental pipeline API

This tweaks the backface culling test to use the experimental pipeline
API as well as the legacy API. All of the primitives are now rendered
with all 16 combinations of front winding, cull face mode and legacy
state.

The test to 'draw a regular rectangle' has been removed. I think this
initially existed because their were different functions to draw a
rectangle with and without texturing. This is no longer the case so it
is no longer useful and it's awkward to implement because it need a
separate pipeline to disable the texturing.

https://bugzilla.gnome.org/show_bug.cgi?id=663628

Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
Neil Roberts 2011-11-08 14:02:47 +00:00
parent 5369b3c601
commit 18b0ad652c

View File

@ -10,10 +10,10 @@
/* Amount of pixels to skip off the top, bottom, left and right of the /* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */ texture when reading back the stage */
#define TEST_INSET 4 #define TEST_INSET 2
/* Size to actually render the texture at */ /* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE 32 #define TEXTURE_RENDER_SIZE 8
typedef struct _TestState typedef struct _TestState
{ {
@ -24,49 +24,29 @@ typedef struct _TestState
int width, height; int width, height;
} TestState; } TestState;
static gboolean static void
validate_part (int xnum, int ynum, gboolean shown) validate_part (int xnum, int ynum, gboolean shown)
{ {
guchar *pixels, *p; test_utils_check_region (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
gboolean ret = TRUE; ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
pixels = g_malloc0 ((TEXTURE_RENDER_SIZE - TEST_INSET * 2) TEXTURE_RENDER_SIZE - TEST_INSET * 2,
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2) * 4); shown ? 0xff0000ff : 0x000000ff);
/* Read the appropriate part but skip out a few pixels around the
edges */
cogl_read_pixels (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
/* Make sure every pixel is the appropriate color */
for (p = pixels;
p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != (shown ? 255 : 0))
ret = FALSE;
if (p[1] != 0)
ret = FALSE;
if (p[2] != 0)
ret = FALSE;
}
g_free (pixels);
return ret;
} }
/* We draw everything 16 times. The draw number is used as a bitmask
to test all of the combinations of enabling legacy state, both
winding orders and all four culling modes */
#define USE_LEGACY_STATE(draw_num) (((draw_num) & 0x01) >> 0)
#define FRONT_WINDING(draw_num) (((draw_num) & 0x02) >> 1)
#define CULL_FACE_MODE(draw_num) (((draw_num) & 0x0c) >> 2)
static void static void
paint_test_backface_culling (TestState *state) paint_test_backface_culling (TestState *state)
{ {
int i; int draw_num;
CoglPipeline *pipeline = cogl_pipeline_new (); CoglPipeline *base_pipeline = cogl_pipeline_new ();
CoglColor clear_color; CoglColor clear_color;
cogl_ortho (0, state->width, /* left, right */ cogl_ortho (0, state->width, /* left, right */
@ -76,25 +56,30 @@ paint_test_backface_culling (TestState *state)
cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff); cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);
cogl_pipeline_set_layer_texture (pipeline, 0, state->texture); cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);
cogl_pipeline_set_layer_filters (pipeline, 0, cogl_pipeline_set_layer_filters (base_pipeline, 0,
COGL_PIPELINE_FILTER_NEAREST, COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST); COGL_PIPELINE_FILTER_NEAREST);
cogl_set_backface_culling_enabled (TRUE); /* Render the scene sixteen times to test all of the combinations of
cull face mode, legacy state and winding orders */
cogl_push_matrix (); for (draw_num = 0; draw_num < 16; draw_num++)
/* Render the scene twice - once with backface culling enabled and
once without. The second time is translated so that it is below
the first */
for (i = 0; i < 2; i++)
{ {
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE); float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4]; CoglTextureVertex verts[4];
CoglPipeline *pipeline;
cogl_set_source (pipeline); cogl_push_matrix ();
cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);
pipeline = cogl_pipeline_copy (base_pipeline);
cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));
cogl_push_source (pipeline);
memset (verts, 0, sizeof (verts)); memset (verts, 0, sizeof (verts));
@ -152,51 +137,71 @@ paint_test_backface_culling (TestState *state)
x1 = x2; x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE); x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a regular rectangle (this should always show) */ cogl_pop_matrix ();
cogl_set_source_color4f (1.0, 0, 0, 1.0);
cogl_rectangle (x1, y1, x2, y2);
/* The second time round draw beneath the first with backface cogl_pop_source ();
culling disabled */ cogl_object_unref (pipeline);
cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
cogl_set_backface_culling_enabled (FALSE);
} }
cogl_object_unref (pipeline); cogl_object_unref (base_pipeline);
cogl_pop_matrix ();
} }
static void static void
validate_result (int y_offset) validate_result (int y_offset)
{ {
/* Front-facing texture */ int draw_num;
g_assert (validate_part (0, y_offset + 0, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, y_offset + 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, y_offset + 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (3, y_offset + 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, y_offset + 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (5, y_offset + 0, TRUE));
/* Backface culling disabled - everything should be shown */ for (draw_num = 0; draw_num < 16; draw_num++)
{
gboolean cull_front, cull_back;
CoglPipelineCullFaceMode cull_mode;
/* Front-facing texture */ if (USE_LEGACY_STATE (draw_num))
g_assert (validate_part (0, y_offset + 1, TRUE)); cull_mode = COGL_PIPELINE_CULL_FACE_MODE_BACK;
/* Front-facing texture with flipped tex coords */ else
g_assert (validate_part (1, y_offset + 1, TRUE)); cull_mode = CULL_FACE_MODE (draw_num);
/* Back-facing texture */
g_assert (validate_part (2, y_offset + 1, TRUE)); switch (cull_mode)
/* Front-facing texture polygon */ {
g_assert (validate_part (3, y_offset + 1, TRUE)); case COGL_PIPELINE_CULL_FACE_MODE_NONE:
/* Back-facing texture polygon */ cull_front = FALSE;
g_assert (validate_part (4, y_offset + 1, TRUE)); cull_back = FALSE;
/* Regular rectangle */ break;
g_assert (validate_part (5, y_offset + 1, TRUE));
case COGL_PIPELINE_CULL_FACE_MODE_FRONT:
cull_front = TRUE;
cull_back = FALSE;
break;
case COGL_PIPELINE_CULL_FACE_MODE_BACK:
cull_front = FALSE;
cull_back = TRUE;
break;
case COGL_PIPELINE_CULL_FACE_MODE_BOTH:
cull_front = TRUE;
cull_back = TRUE;
break;
}
if (FRONT_WINDING (draw_num) == COGL_WINDING_CLOCKWISE)
{
gboolean tmp = cull_front;
cull_front = cull_back;
cull_back = tmp;
}
/* Front-facing texture */
validate_part (0, y_offset + draw_num, !cull_front);
/* Front-facing texture with flipped tex coords */
validate_part (1, y_offset + draw_num, !cull_front);
/* Back-facing texture */
validate_part (2, y_offset + draw_num, !cull_back);
/* Front-facing texture polygon */
validate_part (3, y_offset + draw_num, !cull_front);
/* Back-facing texture polygon */
validate_part (4, y_offset + draw_num, !cull_back);
}
} }
static void static void
@ -235,12 +240,12 @@ paint (TestState *state)
/* Incase we want feedback of what was drawn offscreen we draw it /* Incase we want feedback of what was drawn offscreen we draw it
* to the stage... */ * to the stage... */
cogl_set_source_texture (state->offscreen_tex); cogl_set_source_texture (state->offscreen_tex);
cogl_rectangle (0, TEXTURE_RENDER_SIZE * 2, cogl_rectangle (0, TEXTURE_RENDER_SIZE * 16,
stage_viewport[2], stage_viewport[2],
stage_viewport[3] + TEXTURE_RENDER_SIZE * 2); stage_viewport[3] + TEXTURE_RENDER_SIZE * 16);
validate_result (0); validate_result (0);
validate_result (2); validate_result (16);
} }
static CoglHandle static CoglHandle