conform: Adds a gles2 context test

This adds a conformance test that creates a GLES2 context via the cogl
api and verifies clearing an offscreen framebuffer via the gles2 api,
and switching back and forth between the Cogl and GLES2 apis.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 9369c60a596c0cbc7a8bb9a45d7b8ffb6a848311)
This commit is contained in:
Robert Bragg 2012-04-19 18:48:19 +01:00
parent 0047a1f604
commit 8d0b771cd3
3 changed files with 388 additions and 0 deletions

View File

@ -54,6 +54,7 @@ test_sources = \
test-point-sprite.c \
test-no-gl-header.c \
test-version.c \
test-gles2-context.c \
$(NULL)
test_conformance_SOURCES = $(common_sources) $(test_sources)

View File

@ -99,6 +99,8 @@ main (int argc, char **argv)
UNPORTED_TEST (test_viewport);
ADD_TEST (test_gles2_context, 0);
g_printerr ("Unknown test name \"%s\"\n", argv[1]);
return 1;

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@ -0,0 +1,385 @@
#include <cogl/cogl.h>
#include <cogl/cogl-gles2.h>
#include <string.h>
#include "test-utils.h"
typedef struct _TestState
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
} TestState;
static void
test_push_pop_single_context (void)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
GError *error = NULL;
offscreen_texture = COGL_TEXTURE (
cogl_texture_2d_new_with_size (ctx,
cogl_framebuffer_get_width (fb),
cogl_framebuffer_get_height (fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
gles2_ctx = cogl_gles2_context_new (ctx, &error);
if (!gles2_ctx)
g_error ("Failed to create GLES2 context: %s\n", error->message);
gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
/* Clear onscreen to 0xffff00 using GLES2 */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 1, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffff00ff);
/* Clear offscreen to 0xff0000 using GLES2 and then copy the result
* onscreen.
*
* If we fail to bind the new context here then we'd probably end up
* clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
* instead.
*/
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1, 1, 1, -1);
/* NB: Cogl doesn't automatically support mid-scene modifications
* of textures and so we explicitly flush the drawn rectangle to the
* framebuffer now otherwise it may be batched until after the
* offscreen texture has been modified again. */
cogl_flush ();
/* Clear the offscreen framebuffer to blue using GLES2 before
* reading back from the onscreen framebuffer in case we mistakenly
* read from the offscreen framebuffer and get a false positive
*/
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (0, 0, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
/* Now copy the offscreen blue clear to the onscreen framebufer and
* check that too */
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0x0000ffff);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xff00ffff);
cogl_object_unref (gles2_ctx);
cogl_object_unref (pipeline);
}
static void
create_gles2_context (CoglTexture **offscreen_texture,
CoglOffscreen **offscreen,
CoglPipeline **pipeline,
CoglGLES2Context **gles2_ctx,
const CoglGLES2Vtable **gles2)
{
GError *error = NULL;
*offscreen_texture = COGL_TEXTURE (
cogl_texture_2d_new_with_size (ctx,
cogl_framebuffer_get_width (fb),
cogl_framebuffer_get_height (fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
*offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
*pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
*gles2_ctx = cogl_gles2_context_new (ctx, NULL);
if (!*gles2_ctx)
g_error ("Failed to create GLES2 context: %s\n", error->message);
*gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
}
static void
test_push_pop_multi_context (void)
{
CoglTexture *offscreen_texture0;
CoglOffscreen *offscreen0;
CoglPipeline *pipeline0;
CoglGLES2Context *gles2_ctx0;
const CoglGLES2Vtable *gles20;
CoglTexture *offscreen_texture1;
CoglOffscreen *offscreen1;
CoglPipeline *pipeline1;
CoglGLES2Context *gles2_ctx1;
const CoglGLES2Vtable *gles21;
GError *error = NULL;
create_gles2_context (&offscreen_texture0,
&offscreen0,
&pipeline0,
&gles2_ctx0,
&gles20);
create_gles2_context (&offscreen_texture1,
&offscreen1,
&pipeline1,
&gles2_ctx1,
&gles21);
cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (ctx,
gles2_ctx0,
COGL_FRAMEBUFFER (offscreen0),
COGL_FRAMEBUFFER (offscreen0),
&error))
{
g_error ("Failed to push gles2 context 0: %s\n", error->message);
}
gles20->glClearColor (1, 0, 0, 1);
gles20->glClear (GL_COLOR_BUFFER_BIT);
if (!cogl_push_gles2_context (ctx,
gles2_ctx1,
COGL_FRAMEBUFFER (offscreen1),
COGL_FRAMEBUFFER (offscreen1),
&error))
{
g_error ("Failed to push gles2 context 1: %s\n", error->message);
}
gles21->glClearColor (0, 1, 0, 1);
gles21->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
cogl_framebuffer_draw_rectangle (fb,
pipeline0,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
cogl_framebuffer_draw_rectangle (fb,
pipeline1,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0x00ff00ff);
}
static GLuint
create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
int width,
int height)
{
GLuint texture_handle;
GLuint fbo_handle;
GLenum status;
gles2->glGenTextures (1, &texture_handle);
gles2->glGenFramebuffers (1, &fbo_handle);
gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
gles2->glBindTexture (GL_TEXTURE_2D, 0);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture_handle, 0);
status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
printf ("status for gles2 framebuffer = 0x%x %s\n",
status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
return fbo_handle;
}
static void
test_gles2_read_pixels (void)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
GError *error = NULL;
GLubyte pixel[3];
GLuint fbo_handle;
create_gles2_context (&offscreen_texture,
&offscreen,
&pipeline,
&gles2_ctx,
&gles2);
cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0xff);
g_assert (pixel[1] == 0);
g_assert (pixel[2] == 0);
fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
gles2->glClearColor (0, 1, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
gles2->glClearColor (0, 1, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
/* Bind different read and write buffers */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
/* Bind different read and write buffers (the other way around from
* before so when we test with COGL_TEST_ONSCREEN=1 we will read
* from an onscreen framebuffer) */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0xff);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
}
void
test_gles2_context (void)
{
test_push_pop_single_context ();
test_push_pop_multi_context ();
test_gles2_read_pixels ();
if (cogl_test_verbose ())
g_print ("OK\n");
}