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)
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@ -103,6 +103,7 @@ main (int argc, char **argv)
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UNPORTED_TEST (test_viewport);
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ADD_TEST (test_gles2_context, TEST_REQUIREMENT_GLES2_CONTEXT);
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ADD_TEST (test_gles2_context_fbo, TEST_REQUIREMENT_GLES2_CONTEXT);
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ADD_TEST (test_euler_quaternion, 0);
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@ -384,3 +384,362 @@ test_gles2_context (void)
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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static GLuint
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create_shader (const CoglGLES2Vtable *gles2,
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GLenum type,
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const char *source)
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{
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GLuint shader;
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GLint status;
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int length = strlen (source);
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shader = gles2->glCreateShader (type);
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gles2->glShaderSource (shader, 1, &source, &length);
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gles2->glCompileShader (shader);
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gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf);
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g_error ("Shader compilation failed:\n%s", buf);
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}
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return shader;
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}
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static GLuint
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create_program (const CoglGLES2Vtable *gles2,
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const char *vertex_shader_source,
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const char *fragment_shader_source)
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{
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GLuint fragment_shader, vertex_shader, program;
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GLint status;
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vertex_shader =
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create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source);
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fragment_shader =
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create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source);
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program = gles2->glCreateProgram ();
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gles2->glAttachShader (program, vertex_shader);
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gles2->glAttachShader (program, fragment_shader);
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gles2->glLinkProgram (program);
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gles2->glGetProgramiv (program, GL_LINK_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf);
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g_error ("Program linking failed:\n%s", buf);
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}
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return program;
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}
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typedef struct
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{
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const CoglGLES2Vtable *gles2;
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GLint color_location;
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GLint pos_location;
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int fb_width, fb_height;
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} PaintData;
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typedef void (* PaintMethod) (PaintData *data);
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/* Top vertices are counter-clockwise */
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static const float top_vertices[] =
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{
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-1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f
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};
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/* Bottom vertices are clockwise */
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static const float bottom_vertices[] =
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{
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1.0f, 0.0f,
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1.0f, -1.0f,
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-1.0f, 0.0f,
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-1.0f, -1.0f
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};
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static void
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paint_quads (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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gles2->glEnableVertexAttribArray (data->pos_location);
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/* Paint the top half in red */
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gles2->glUniform4f (data->color_location,
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1.0f, 0.0f, 0.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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top_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* Paint the bottom half in blue */
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gles2->glUniform4f (data->color_location,
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0.0f, 0.0f, 1.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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bottom_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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}
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static void
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paint_viewport (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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int viewport[4];
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/* Vertices to fill the entire framebuffer */
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static const float vertices[] =
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{
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f
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};
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gles2->glEnableVertexAttribArray (data->pos_location);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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vertices);
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/* Paint the top half in red */
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gles2->glViewport (0, data->fb_height / 2,
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data->fb_width, data->fb_height / 2);
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gles2->glUniform4f (data->color_location,
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1.0f, 0.0f, 0.0f, 1.0f);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* Paint the bottom half in blue */
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gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2);
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gles2->glUniform4f (data->color_location,
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0.0f, 0.0f, 1.0f, 1.0f);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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gles2->glGetIntegerv (GL_VIEWPORT, viewport);
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g_assert_cmpint (viewport[0], ==, 0.0f);
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g_assert_cmpint (viewport[1], ==, 0.0f);
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g_assert_cmpint (viewport[2], ==, data->fb_width);
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g_assert_cmpint (viewport[3], ==, data->fb_height / 2);
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}
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static void
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paint_scissor (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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float scissor[4];
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gles2->glEnable (GL_SCISSOR_TEST);
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/* Paint the top half in red */
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gles2->glScissor (0, data->fb_height / 2,
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data->fb_width, data->fb_height / 2);
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gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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/* Paint the bottom half in blue */
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gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2);
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gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glGetFloatv (GL_SCISSOR_BOX, scissor);
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g_assert_cmpfloat (scissor[0], ==, 0.0f);
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g_assert_cmpfloat (scissor[1], ==, 0.0f);
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g_assert_cmpfloat (scissor[2], ==, data->fb_width);
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g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2);
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}
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static void
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paint_cull (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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GLint front_face;
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int i;
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gles2->glEnableVertexAttribArray (data->pos_location);
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gles2->glEnable (GL_CULL_FACE);
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/* First time round we'll use GL_CCW as the front face so that the
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* bottom quad will be culled */
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gles2->glFrontFace (GL_CCW);
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gles2->glUniform4f (data->color_location,
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1.0f, 0.0f, 0.0f, 1.0f);
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gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
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g_assert_cmpint (front_face, ==, GL_CCW);
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for (i = 0; i < 2; i++)
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{
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/* Paint both quads in the same color. One of these will be
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* culled */
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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top_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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bottom_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* Second time round we'll use GL_CW as the front face so that the
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* top quad will be culled */
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gles2->glFrontFace (GL_CW);
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gles2->glUniform4f (data->color_location,
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0.0f, 0.0f, 1.0f, 1.0f);
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gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
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g_assert_cmpint (front_face, ==, GL_CW);
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}
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}
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static void
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verify_read_pixels (const PaintData *data)
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{
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int stride = data->fb_width * 4;
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uint8_t *buf = g_malloc (data->fb_height * stride);
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data->gles2->glReadPixels (0, 0, /* x/y */
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data->fb_width, data->fb_height,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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buf);
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/* In GL, the lines earlier in the buffer are the bottom */
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/* Bottom should be blue */
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test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
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data->fb_height / 4 * stride,
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0x0000ffff);
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/* Top should be red */
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test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
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data->fb_height * 3 / 4 * stride,
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0xff0000ff);
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g_free (buf);
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}
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void
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test_gles2_context_fbo (void)
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{
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static const char vertex_shader_source[] =
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"attribute vec2 pos;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" gl_Position = vec4 (pos, 0.0, 1.0);\n"
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"}\n";
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static const char fragment_shader_source[] =
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"precision mediump float;\n"
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"uniform vec4 color;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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static const PaintMethod paint_methods[] =
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{
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paint_quads,
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paint_viewport,
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paint_scissor,
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paint_cull
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};
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int i;
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PaintData data;
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data.fb_width = cogl_framebuffer_get_width (fb);
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data.fb_height = cogl_framebuffer_get_height (fb);
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for (i = 0; i < G_N_ELEMENTS (paint_methods); i++)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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GLuint program;
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GError *error = NULL;
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create_gles2_context (&offscreen_texture,
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&offscreen,
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&pipeline,
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&gles2_ctx,
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&data.gles2);
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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g_error ("Failed to push gles2 context: %s\n", error->message);
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program = create_program (data.gles2,
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vertex_shader_source,
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fragment_shader_source);
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data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
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data.gles2->glClear (GL_COLOR_BUFFER_BIT);
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data.gles2->glUseProgram (program);
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data.color_location = data.gles2->glGetUniformLocation (program, "color");
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if (data.color_location == -1)
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g_error ("Couldn't find ‘color’ uniform");
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data.pos_location = data.gles2->glGetAttribLocation (program, "pos");
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if (data.pos_location == -1)
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g_error ("Couldn't find ‘pos’ attribute");
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paint_methods[i] (&data);
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verify_read_pixels (&data);
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cogl_pop_gles2_context (ctx);
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cogl_object_unref (offscreen);
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cogl_object_unref (gles2_ctx);
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cogl_framebuffer_draw_rectangle (fb,
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pipeline,
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-1.0f, 1.0f,
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1.0f, -1.0f);
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cogl_object_unref (pipeline);
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cogl_object_unref (offscreen_texture);
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/* Top half of the framebuffer should be red */
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test_utils_check_pixel (fb,
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data.fb_width / 2, data.fb_height / 4,
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0xff0000ff);
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/* Bottom half should be blue */
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test_utils_check_pixel (fb,
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data.fb_width / 2, data.fb_height * 3 / 4,
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0x0000ffff);
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}
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}
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