#include #include #include "test-conform-common.h" #define RED 0 #define GREEN 1 #define BLUE 2 #define FRAMEBUFFER_WIDTH 640 #define FRAMEBUFFER_HEIGHT 480 static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff }; static void on_paint (ClutterActor *actor, void *state) { float saved_viewport[4]; CoglMatrix saved_projection; CoglMatrix projection; CoglMatrix modelview; guchar *data; CoglHandle tex; CoglHandle offscreen; guint32 *pixels; /* Save the Clutter viewport/matrices and load identity matrices */ cogl_get_viewport (saved_viewport); cogl_get_projection_matrix (&saved_projection); cogl_push_matrix (); cogl_matrix_init_identity (&projection); cogl_matrix_init_identity (&modelview); cogl_set_projection_matrix (&projection); cogl_set_modelview_matrix (&modelview); /* All offscreen rendering is done upside down so the first thing we * verify is reading back grid of colors from a CoglOffscreen framebuffer */ data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT); tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */ COGL_PIXEL_FORMAT_ANY, /* internal fmt */ FRAMEBUFFER_WIDTH * 4, /* rowstride */ data); g_free (data); offscreen = cogl_offscreen_new_to_texture (tex); cogl_push_framebuffer (offscreen); /* red, top left */ cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_rectangle (-1, 1, 0, 0); /* green, top right */ cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff); cogl_rectangle (0, 1, 1, 0); /* blue, bottom left */ cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff); cogl_rectangle (-1, 0, 0, -1); /* white, bottom right */ cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff); cogl_rectangle (0, 0, 1, -1); pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT); cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, (guchar *)pixels); g_assert_cmpint (pixels[0], ==, 0xff0000ff); g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00); g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000); g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff); g_free (pixels); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); /* Now verify reading back from an onscreen framebuffer... */ cogl_set_source_texture (tex); cogl_rectangle (-1, 1, 1, -1); pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT); cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, (guchar *)pixels); g_assert_cmpint (pixels[0], ==, 0xff0000ff); g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00); g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000); g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff); g_free (pixels); cogl_handle_unref (tex); /* Comment this out if you want visual feedback of what this test * paints. */ clutter_main_quit (); } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_cogl_readpixels (TestConformSimpleFixture *fixture, gconstpointer data) { guint idle_source; ClutterActor *stage; stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); /* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL); clutter_actor_show (stage); clutter_main (); g_source_remove (idle_source); /* Remove all of the actors from the stage */ clutter_container_foreach (CLUTTER_CONTAINER (stage), (ClutterCallback) clutter_actor_destroy, NULL); if (g_test_verbose ()) g_print ("OK\n"); }