Port the backface culling test

This ports the backface culling conformance test to work without
Clutter.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
Neil Roberts 2011-09-19 15:24:36 +01:00 committed by Robert Bragg
parent 305bc09df6
commit 8fba6265d2
3 changed files with 70 additions and 101 deletions

View File

@ -11,7 +11,6 @@ common_sources = \
$(NULL)
unported_test_sources = \
test-backface-culling.c \
test-blend-strings.c \
test-fixed.c \
test-materials.c \
@ -43,6 +42,7 @@ unported_test_sources = \
test_sources = \
test-depth-test.c \
test-color-mask.c \
test-backface-culling.c \
$(NULL)
test_conformance_SOURCES = $(common_sources) $(test_sources)

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@ -1,25 +1,13 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#include "test-utils.h"
#ifdef CLUTTER_COGL_HAS_GL
/* Size the texture so that it is just off a power of two to enourage
/* Size the texture so that it is just off a power of two to encourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 257
#else /* CLUTTER_COGL_HAS_GL */
/* We can't use the funny-sized texture on GL ES because it will break
cogl_texture_polygon. However there is only one code path for
rendering quads so there is no need */
#define TEXTURE_SIZE 32
#endif /* CLUTTER_COGL_HAS_GL */
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
@ -29,9 +17,11 @@
typedef struct _TestState
{
CoglFramebuffer *fb;
CoglHandle texture;
CoglHandle offscreen;
CoglFramebuffer *offscreen;
CoglHandle offscreen_tex;
int width, height;
} TestState;
static gboolean
@ -53,7 +43,7 @@ validate_part (int xnum, int ynum, gboolean shown)
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
/* Make sure every pixels is the appropriate color */
/* 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));
@ -73,14 +63,24 @@ validate_part (int xnum, int ynum, gboolean shown)
}
static void
do_test_backface_culling (TestState *state)
paint_test_backface_culling (TestState *state)
{
int i;
CoglHandle material = cogl_material_new ();
CoglPipeline *pipeline = cogl_pipeline_new ();
CoglColor clear_color;
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_ortho (0, state->width, /* left, right */
state->height, 0, /* bottom, top */
-1, 100 /* z near, far */);
cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
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_filters (pipeline, 0,
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
cogl_set_backface_culling_enabled (TRUE);
@ -94,21 +94,19 @@ do_test_backface_culling (TestState *state)
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4];
cogl_set_source (material);
cogl_set_source (pipeline);
memset (verts, 0, sizeof (verts));
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x1, y1, x2, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture with flipped texcoords */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
1.0, 0.0, 0.0, 1.0);
@ -116,13 +114,17 @@ do_test_backface_culling (TestState *state)
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x2, y1, x1, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture polygon */
/* If the texture is sliced then cogl_polygon doesn't work so
we'll just use a solid color instead */
if (cogl_texture_is_sliced (state->texture))
cogl_set_source_color4ub (255, 0, 0, 255);
/* Draw a front-facing polygon */
verts[0].x = x1; verts[0].y = y2;
verts[1].x = x2; verts[1].y = y2;
verts[2].x = x2; verts[2].y = y1;
@ -131,13 +133,12 @@ do_test_backface_culling (TestState *state)
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture polygon */
/* Draw a back-facing polygon */
verts[0].x = x1; verts[0].y = y1;
verts[1].x = x2; verts[1].y = y1;
verts[2].x = x2; verts[2].y = y2;
@ -146,7 +147,6 @@ do_test_backface_culling (TestState *state)
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
@ -162,60 +162,57 @@ do_test_backface_culling (TestState *state)
cogl_set_backface_culling_enabled (FALSE);
}
cogl_handle_unref (material);
cogl_object_unref (pipeline);
cogl_pop_matrix ();
}
static void
validate_result (int y_offset)
{
/* Front-facing texture */
g_assert (validate_part (0, 0, TRUE));
g_assert (validate_part (0, y_offset + 0, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 0, TRUE));
g_assert (validate_part (1, y_offset + 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 0, FALSE));
g_assert (validate_part (2, y_offset + 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 0, TRUE));
g_assert (validate_part (3, y_offset + 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 0, FALSE));
g_assert (validate_part (4, y_offset + 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (5, 0, TRUE));
g_assert (validate_part (5, y_offset + 0, TRUE));
/* Backface culling disabled - everything should be shown */
/* Front-facing texture */
g_assert (validate_part (0, 1, TRUE));
g_assert (validate_part (0, y_offset + 1, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 1, TRUE));
g_assert (validate_part (1, y_offset + 1, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 1, TRUE));
g_assert (validate_part (2, y_offset + 1, TRUE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 1, TRUE));
g_assert (validate_part (3, y_offset + 1, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 1, TRUE));
g_assert (validate_part (4, y_offset + 1, TRUE));
/* Regular rectangle */
g_assert (validate_part (5, 1, TRUE));
g_assert (validate_part (5, y_offset + 1, TRUE));
}
static void
on_paint (ClutterActor *actor, TestState *state)
paint (TestState *state)
{
CoglColor clr;
float stage_viewport[4];
CoglMatrix stage_projection;
CoglMatrix stage_modelview;
cogl_color_init_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
do_test_backface_culling (state);
/* Since we are going to repeat the test rendering offscreen we clear the
* stage, just to minimize the chance of a some other bug causing us
* mistakenly reading back the results from the stage and giving a false
* posistive. */
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
paint_test_backface_culling (state);
/*
* Now repeat the test but rendered to an offscreen framebuffer...
* Now repeat the test but rendered to an offscreen
* framebuffer. Note that by default the conformance tests are
* always run to an offscreen buffer but we might as well have this
* check anyway in case it is being run with COGL_TEST_ONSCREEN=1
*/
cogl_get_viewport (stage_viewport);
@ -224,8 +221,6 @@ on_paint (ClutterActor *actor, TestState *state)
cogl_push_framebuffer (state->offscreen);
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
cogl_set_viewport (stage_viewport[0],
stage_viewport[1],
stage_viewport[2],
@ -233,27 +228,21 @@ on_paint (ClutterActor *actor, TestState *state)
cogl_set_projection_matrix (&stage_projection);
cogl_set_modelview_matrix (&stage_modelview);
do_test_backface_culling (state);
paint_test_backface_culling (state);
cogl_pop_framebuffer ();
/* Incase we want feedback of what was drawn offscreen we draw it
* to the stage... */
cogl_set_source_texture (state->offscreen_tex);
cogl_rectangle (0, 0, stage_viewport[2], stage_viewport[3]);
cogl_rectangle (0, TEXTURE_RENDER_SIZE * 2,
stage_viewport[2],
stage_viewport[3] + TEXTURE_RENDER_SIZE * 2);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
validate_result (0);
validate_result (2);
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
cogl_framebuffer_swap_buffers (state->fb);
}
static CoglHandle
@ -274,7 +263,7 @@ make_texture (void)
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NONE,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
@ -289,47 +278,27 @@ void
test_cogl_backface_culling (TestUtilsGTestFixture *fixture,
void *data)
{
TestUtilsSharedState *shared_state = data;
TestState state;
CoglHandle tex;
ClutterActor *stage;
float stage_width;
float stage_height;
const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
ClutterActor *group;
unsigned int idle_source;
stage = clutter_stage_get_default ();
clutter_actor_get_size (stage, &stage_width, &stage_height);
state.fb = shared_state->fb;
state.width = cogl_framebuffer_get_width (shared_state->fb);
state.height = cogl_framebuffer_get_height (shared_state->fb);
state.offscreen = COGL_INVALID_HANDLE;
state.texture = make_texture ();
tex = cogl_texture_new_with_size (stage_width, stage_height,
tex = cogl_texture_new_with_size (state.width, state.height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY); /* internal fmt */
state.offscreen = cogl_offscreen_new_to_texture (tex);
state.offscreen_tex = tex;
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint (&state);
group = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* 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, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
clutter_actor_show_all (stage);
clutter_main ();
g_source_remove (idle_source);
cogl_handle_unref (state.offscreen);
cogl_object_unref (state.offscreen);
cogl_handle_unref (state.offscreen_tex);
cogl_handle_unref (state.texture);

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@ -132,7 +132,6 @@ main (int argc, char **argv)
UNPORTED_TEST ("/cogl", test_cogl_object);
UNPORTED_TEST ("/cogl", test_cogl_fixed);
UNPORTED_TEST ("/cogl", test_cogl_backface_culling);
UNPORTED_TEST ("/cogl", test_cogl_materials);
UNPORTED_TEST ("/cogl", test_cogl_pipeline_user_matrix);
UNPORTED_TEST ("/cogl", test_cogl_blend_strings);
@ -141,6 +140,7 @@ main (int argc, char **argv)
UNPORTED_TEST ("/cogl", test_cogl_path);
ADD_TEST ("/cogl", test_cogl_depth_test);
ADD_TEST ("/cogl", test_cogl_color_mask);
ADD_TEST ("/cogl", test_cogl_backface_culling);
UNPORTED_TEST ("/cogl/texture", test_cogl_npot_texture);
UNPORTED_TEST ("/cogl/texture", test_cogl_multitexture);