#include #include #include "test-utils.h" typedef struct _TestState { int paddiing; } TestState; static CoglTexture * create_dummy_texture (void) { /* Create a dummy 1x1 green texture to replace the color from the vertex shader */ static const guint8 data[4] = { 0x00, 0xff, 0x00, 0xff }; return cogl_texture_new_from_data (1, 1, /* size */ COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, 4, /* rowstride */ data); } static void paint_legacy (TestState *state) { CoglHandle material = cogl_material_new (); CoglTexture *tex; CoglColor color; GError *error = NULL; CoglHandle shader, program; cogl_color_init_from_4ub (&color, 0, 0, 0, 255); cogl_clear (&color, COGL_BUFFER_BIT_COLOR); /* Set the primary vertex color as red */ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff); cogl_material_set_color (material, &color); /* Override the vertex color in the texture environment with a constant green color provided by a texture */ tex = create_dummy_texture (); cogl_material_set_layer (material, 0, tex); cogl_object_unref (tex); if (!cogl_material_set_layer_combine (material, 0, "RGBA=REPLACE(TEXTURE)", &error)) { g_warning ("Error setting layer combine: %s", error->message); g_assert_not_reached (); } /* Set up a dummy vertex shader that does nothing but the usual fixed function transform */ shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX); cogl_shader_source (shader, "void\n" "main ()\n" "{\n" " cogl_position_out = " "cogl_modelview_projection_matrix * " "cogl_position_in;\n" " cogl_color_out = cogl_color_in;\n" " cogl_tex_coord_out[0] = cogl_tex_coord_in;\n" "}\n"); cogl_shader_compile (shader); if (!cogl_shader_is_compiled (shader)) { char *log = cogl_shader_get_info_log (shader); g_warning ("Shader compilation failed:\n%s", log); g_free (log); g_assert_not_reached (); } program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_program_link (program); cogl_handle_unref (shader); /* Draw something using the material */ cogl_set_source (material); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_program_use (program); cogl_rectangle (50, 0, 100, 50); cogl_program_use (COGL_INVALID_HANDLE); cogl_handle_unref (material); cogl_handle_unref (program); } static void paint (TestState *state) { CoglPipeline *pipeline = cogl_pipeline_new (ctx); CoglTexture *tex; CoglColor color; GError *error = NULL; CoglHandle shader, program; cogl_color_init_from_4ub (&color, 0, 0, 0, 255); cogl_clear (&color, COGL_BUFFER_BIT_COLOR); /* Set the primary vertex color as red */ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff); cogl_pipeline_set_color (pipeline, &color); /* Override the vertex color in the texture environment with a constant green color provided by a texture */ tex = create_dummy_texture (); cogl_pipeline_set_layer_texture (pipeline, 0, tex); cogl_object_unref (tex); if (!cogl_pipeline_set_layer_combine (pipeline, 0, "RGBA=REPLACE(TEXTURE)", &error)) { g_warning ("Error setting layer combine: %s", error->message); g_assert_not_reached (); } /* Set up a dummy vertex shader that does nothing but the usual fixed function transform */ shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX); cogl_shader_source (shader, "void\n" "main ()\n" "{\n" " cogl_position_out = " "cogl_modelview_projection_matrix * " "cogl_position_in;\n" " cogl_color_out = cogl_color_in;\n" " cogl_tex_coord_out[0] = cogl_tex_coord_in;\n" "}\n"); cogl_shader_compile (shader); if (!cogl_shader_is_compiled (shader)) { char *log = cogl_shader_get_info_log (shader); g_warning ("Shader compilation failed:\n%s", log); g_free (log); g_assert_not_reached (); } program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_program_link (program); cogl_handle_unref (shader); /* Draw something without the program */ cogl_set_source (pipeline); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_pipeline_set_user_program (pipeline, program); cogl_handle_unref (program); cogl_rectangle (50, 0, 100, 50); cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE); cogl_object_unref (pipeline); } static void validate_result (CoglFramebuffer *framebuffer) { /* Non-shader version */ test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000); /* Shader version */ test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000); } void test_just_vertex_shader (void) { TestState state; cogl_framebuffer_orthographic (fb, 0, 0, cogl_framebuffer_get_width (fb), cogl_framebuffer_get_height (fb), -1, 100); /* If shaders aren't supported then we can't run the test */ if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL)) { /* XXX: we have to push/pop a framebuffer since this test currently * uses the legacy cogl_rectangle() api. */ cogl_push_framebuffer (fb); paint_legacy (&state); validate_result (fb); paint (&state); validate_result (fb); cogl_pop_framebuffer (); if (cogl_test_verbose ()) g_print ("OK\n"); } else if (cogl_test_verbose ()) g_print ("Skipping\n"); }