test-gles2-context: Add a test case for rendering to an FBO

This adds an extra test to test-gles2-context which renders to an FBO
and then checks that the orientation is correct once the texture is
rendered via Cogl. This should test the code path to flip the GLES2
rendering in Cogl.

The rendering is done in three different ways to test the various
state that needs flipping:

• Just renders two triangle strips, one at the top and one at the
  bottom.

• Renders two full screen triangle strips, but each with a different
  viewport to clip it to the top or the bottom.

• Clears the screen with two different colors and a scissor to either
  the top or the bottom.

• Renders both quads twice with two different colors and two different
  front face states.

Additionally the rendering is verified by calling glReadPixels to
check that the returned pixels are flipped correctly.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit 5b097f9bc4a3eb316c6bf0d9fe8db00ff93bfe73)
This commit is contained in:
Neil Roberts 2012-08-07 15:12:37 +01:00 committed by Robert Bragg
parent 4c1b7c979d
commit d12399b823
2 changed files with 360 additions and 0 deletions

View File

@ -103,6 +103,7 @@ main (int argc, char **argv)
UNPORTED_TEST (test_viewport);
ADD_TEST (test_gles2_context, TEST_REQUIREMENT_GLES2_CONTEXT);
ADD_TEST (test_gles2_context_fbo, TEST_REQUIREMENT_GLES2_CONTEXT);
ADD_TEST (test_euler_quaternion, 0);

View File

@ -384,3 +384,362 @@ test_gles2_context (void)
if (cogl_test_verbose ())
g_print ("OK\n");
}
static GLuint
create_shader (const CoglGLES2Vtable *gles2,
GLenum type,
const char *source)
{
GLuint shader;
GLint status;
int length = strlen (source);
shader = gles2->glCreateShader (type);
gles2->glShaderSource (shader, 1, &source, &length);
gles2->glCompileShader (shader);
gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char buf[512];
gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf);
g_error ("Shader compilation failed:\n%s", buf);
}
return shader;
}
static GLuint
create_program (const CoglGLES2Vtable *gles2,
const char *vertex_shader_source,
const char *fragment_shader_source)
{
GLuint fragment_shader, vertex_shader, program;
GLint status;
vertex_shader =
create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source);
fragment_shader =
create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source);
program = gles2->glCreateProgram ();
gles2->glAttachShader (program, vertex_shader);
gles2->glAttachShader (program, fragment_shader);
gles2->glLinkProgram (program);
gles2->glGetProgramiv (program, GL_LINK_STATUS, &status);
if (!status)
{
char buf[512];
gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf);
g_error ("Program linking failed:\n%s", buf);
}
return program;
}
typedef struct
{
const CoglGLES2Vtable *gles2;
GLint color_location;
GLint pos_location;
int fb_width, fb_height;
} PaintData;
typedef void (* PaintMethod) (PaintData *data);
/* Top vertices are counter-clockwise */
static const float top_vertices[] =
{
-1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
/* Bottom vertices are clockwise */
static const float bottom_vertices[] =
{
1.0f, 0.0f,
1.0f, -1.0f,
-1.0f, 0.0f,
-1.0f, -1.0f
};
static void
paint_quads (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
gles2->glEnableVertexAttribArray (data->pos_location);
/* Paint the top half in red */
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
top_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Paint the bottom half in blue */
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
bottom_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
}
static void
paint_viewport (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
int viewport[4];
/* Vertices to fill the entire framebuffer */
static const float vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
gles2->glEnableVertexAttribArray (data->pos_location);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
vertices);
/* Paint the top half in red */
gles2->glViewport (0, data->fb_height / 2,
data->fb_width, data->fb_height / 2);
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Paint the bottom half in blue */
gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2);
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
gles2->glGetIntegerv (GL_VIEWPORT, viewport);
g_assert_cmpint (viewport[0], ==, 0.0f);
g_assert_cmpint (viewport[1], ==, 0.0f);
g_assert_cmpint (viewport[2], ==, data->fb_width);
g_assert_cmpint (viewport[3], ==, data->fb_height / 2);
}
static void
paint_scissor (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
float scissor[4];
gles2->glEnable (GL_SCISSOR_TEST);
/* Paint the top half in red */
gles2->glScissor (0, data->fb_height / 2,
data->fb_width, data->fb_height / 2);
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Paint the bottom half in blue */
gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2);
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glGetFloatv (GL_SCISSOR_BOX, scissor);
g_assert_cmpfloat (scissor[0], ==, 0.0f);
g_assert_cmpfloat (scissor[1], ==, 0.0f);
g_assert_cmpfloat (scissor[2], ==, data->fb_width);
g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2);
}
static void
paint_cull (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
GLint front_face;
int i;
gles2->glEnableVertexAttribArray (data->pos_location);
gles2->glEnable (GL_CULL_FACE);
/* First time round we'll use GL_CCW as the front face so that the
* bottom quad will be culled */
gles2->glFrontFace (GL_CCW);
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
g_assert_cmpint (front_face, ==, GL_CCW);
for (i = 0; i < 2; i++)
{
/* Paint both quads in the same color. One of these will be
* culled */
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
top_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
bottom_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Second time round we'll use GL_CW as the front face so that the
* top quad will be culled */
gles2->glFrontFace (GL_CW);
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
g_assert_cmpint (front_face, ==, GL_CW);
}
}
static void
verify_read_pixels (const PaintData *data)
{
int stride = data->fb_width * 4;
uint8_t *buf = g_malloc (data->fb_height * stride);
data->gles2->glReadPixels (0, 0, /* x/y */
data->fb_width, data->fb_height,
GL_RGBA,
GL_UNSIGNED_BYTE,
buf);
/* In GL, the lines earlier in the buffer are the bottom */
/* Bottom should be blue */
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
data->fb_height / 4 * stride,
0x0000ffff);
/* Top should be red */
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
data->fb_height * 3 / 4 * stride,
0xff0000ff);
g_free (buf);
}
void
test_gles2_context_fbo (void)
{
static const char vertex_shader_source[] =
"attribute vec2 pos;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
"}\n";
static const char fragment_shader_source[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
static const PaintMethod paint_methods[] =
{
paint_quads,
paint_viewport,
paint_scissor,
paint_cull
};
int i;
PaintData data;
data.fb_width = cogl_framebuffer_get_width (fb);
data.fb_height = cogl_framebuffer_get_height (fb);
for (i = 0; i < G_N_ELEMENTS (paint_methods); i++)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
GLuint program;
GError *error = NULL;
create_gles2_context (&offscreen_texture,
&offscreen,
&pipeline,
&gles2_ctx,
&data.gles2);
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);
program = create_program (data.gles2,
vertex_shader_source,
fragment_shader_source);
data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
data.gles2->glClear (GL_COLOR_BUFFER_BIT);
data.gles2->glUseProgram (program);
data.color_location = data.gles2->glGetUniformLocation (program, "color");
if (data.color_location == -1)
g_error ("Couldn't find color uniform");
data.pos_location = data.gles2->glGetAttribLocation (program, "pos");
if (data.pos_location == -1)
g_error ("Couldn't find pos attribute");
paint_methods[i] (&data);
verify_read_pixels (&data);
cogl_pop_gles2_context (ctx);
cogl_object_unref (offscreen);
cogl_object_unref (gles2_ctx);
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1.0f, 1.0f,
1.0f, -1.0f);
cogl_object_unref (pipeline);
cogl_object_unref (offscreen_texture);
/* Top half of the framebuffer should be red */
test_utils_check_pixel (fb,
data.fb_width / 2, data.fb_height / 4,
0xff0000ff);
/* Bottom half should be blue */
test_utils_check_pixel (fb,
data.fb_width / 2, data.fb_height * 3 / 4,
0x0000ffff);
}
}