#include "config.h" #include #include #include #include "test-conform-common.h" static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff }; #define QUAD_WIDTH 20 #define RED 0 #define GREEN 1 #define BLUE 2 #define ALPHA 3 #define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24) #define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16) #define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8) #define MASK_ALPHA(COLOR) (COLOR & 0xff) typedef struct _TestState { ClutterGeometry stage_geom; } TestState; static void check_pixel (TestState *state, int x, int y, guint32 color) { GLint y_off; GLint x_off; GLubyte pixel[4]; guint8 r = MASK_RED (color); guint8 g = MASK_GREEN (color); guint8 b = MASK_BLUE (color); guint8 a = MASK_ALPHA (color); /* See what we got... */ y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2); x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2); cogl_read_pixels (x_off, y_off, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixel); if (g_test_verbose ()) g_print (" result = %02x, %02x, %02x, %02x\n", pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]); if (g_test_verbose ()) g_print (" expected = %x, %x, %x, %x\n", r, g, b, a); /* FIXME - allow for hardware in-precision */ g_assert (pixel[RED] == r); g_assert (pixel[GREEN] == g); g_assert (pixel[BLUE] == b); /* FIXME * We ignore the alpha, since we don't know if our render target is * RGB or RGBA */ /* g_assert (pixel[ALPHA] == a); */ } static void test_material_with_primitives (TestState *state, int x, int y, guint32 color) { CoglTextureVertex verts[4] = { { .x = 0, .y = 0, .z = 0 }, { .x = 0, .y = QUAD_WIDTH, .z = 0 }, { .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 }, { .x = QUAD_WIDTH, .y = 0, .z = 0 }, }; CoglHandle vbo; cogl_push_matrix (); cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0); cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH); cogl_translate (0, QUAD_WIDTH, 0); cogl_polygon (verts, 4, FALSE); cogl_translate (0, QUAD_WIDTH, 0); vbo = cogl_vertex_buffer_new (4); cogl_vertex_buffer_add (vbo, "gl_Vertex", 2, /* n components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ sizeof (CoglTextureVertex), /* stride */ verts); cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, /* first */ 4); /* count */ cogl_handle_unref (vbo); cogl_pop_matrix (); check_pixel (state, x, y, color); check_pixel (state, x, y+1, color); check_pixel (state, x, y+2, color); } static void test_invalid_texture_layers (TestState *state, int x, int y) { CoglHandle material = cogl_material_new (); /* explicitly create a layer with an invalid handle. This may be desireable * if the user also sets a texture combine string that e.g. refers to a * constant color. */ cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE); cogl_set_source (material); cogl_handle_unref (material); /* We expect a white fallback material to be used */ test_material_with_primitives (state, x, y, 0xffffffff); } static gboolean using_gles2_driver (void) { /* FIXME: This should probably be replaced with some way to query the driver from Cogl */ return g_str_has_prefix ((const char *) glGetString (GL_VERSION), "OpenGL ES 2"); } static void test_using_all_layers (TestState *state, int x, int y) { CoglHandle material = cogl_material_new (); guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff }; guint8 red_pixel[] = { 0xff, 0x00, 0x00, 0xff }; CoglHandle white_texture; CoglHandle red_texture; GLint n_layers; int i; /* Create a material that uses the maximum number of layers. All but the last layer will use a solid white texture. The last layer will use a red texture. The layers will all be modulated together so the final fragment should be red. */ white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_RGBA_8888_PRE, COGL_PIXEL_FORMAT_ANY, 4, white_pixel); red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_RGBA_8888_PRE, COGL_PIXEL_FORMAT_ANY, 4, red_pixel); /* FIXME: Cogl doesn't provide a way to query the maximum number of texture layers so for now we'll just ask GL directly. */ #ifdef COGL_HAS_GLES2 if (using_gles2_driver ()) { GLint n_image_units, n_attribs; /* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses GL_MAX_TEXTURE_IMAGE_UNITS instead */ glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units); /* Cogl needs a vertex attrib for each layer to upload the texture coordinates */ glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs); /* We can't use two of the attribs because they are used by the position and color */ n_attribs -= 2; n_layers = MIN (n_attribs, n_image_units); } else #endif { #if defined(COGL_HAS_GLES1) || defined(COGL_HAS_GL) glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers); #endif } /* FIXME: is this still true? */ /* Cogl currently can't cope with more than 32 layers so we'll also limit the maximum to that. */ if (n_layers > 32) n_layers = 32; for (i = 0; i < n_layers; i++) { cogl_material_set_layer_filters (material, i, COGL_MATERIAL_FILTER_NEAREST, COGL_MATERIAL_FILTER_NEAREST); cogl_material_set_layer (material, i, i == n_layers - 1 ? red_texture : white_texture); } cogl_set_source (material); cogl_handle_unref (material); cogl_handle_unref (white_texture); cogl_handle_unref (red_texture); /* We expect the final fragment to be red */ test_material_with_primitives (state, x, y, 0xff0000ff); } static void test_invalid_texture_layers_with_constant_colors (TestState *state, int x, int y) { CoglHandle material = cogl_material_new (); CoglColor constant_color; /* explicitly create a layer with an invalid handle */ cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE); /* ignore the fallback texture on the layer and use a constant color instead */ cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255); cogl_material_set_layer_combine (material, 0, "RGBA=REPLACE(CONSTANT)", NULL); cogl_material_set_layer_combine_constant (material, 0, &constant_color); cogl_set_source (material); cogl_handle_unref (material); /* We expect the final fragments to be green */ test_material_with_primitives (state, x, y, 0x0000ffff); } static void basic_ref_counting_destroy_cb (void *user_data) { gboolean *destroyed_flag = user_data; g_assert (*destroyed_flag == FALSE); *destroyed_flag = TRUE; } static void test_basic_ref_counting (void) { CoglMaterial *material_parent; gboolean parent_destroyed = FALSE; CoglMaterial *material_child; gboolean child_destroyed = FALSE; static CoglUserDataKey user_data_key; /* This creates a material with a copy and then just unrefs them both without setting them as a source. They should immediately be freed. We can test whether they were freed or not by registering a destroy callback with some user data */ material_parent = cogl_material_new (); /* Set some user data so we can detect when the material is destroyed */ cogl_object_set_user_data (COGL_OBJECT (material_parent), &user_data_key, &parent_destroyed, basic_ref_counting_destroy_cb); material_child = cogl_material_copy (material_parent); cogl_object_set_user_data (COGL_OBJECT (material_child), &user_data_key, &child_destroyed, basic_ref_counting_destroy_cb); cogl_object_unref (material_child); cogl_object_unref (material_parent); g_assert (parent_destroyed); g_assert (child_destroyed); } static void on_paint (ClutterActor *actor, TestState *state) { test_invalid_texture_layers (state, 0, 0 /* position */ ); test_invalid_texture_layers_with_constant_colors (state, 1, 0 /* position */ ); test_using_all_layers (state, 2, 0 /* position */ ); test_basic_ref_counting (); /* Comment this out if you want visual feedback for what this test paints */ #if 1 clutter_main_quit (); #endif } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_cogl_materials (TestConformSimpleFixture *fixture, gconstpointer data) { TestState state; ClutterActor *stage; ClutterActor *group; guint idle_source; stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); clutter_actor_get_geometry (stage, &state.stage_geom); 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); if (g_test_verbose ()) g_print ("OK\n"); }