#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); #define BLEND_CONSTANT_UNUSED 0xDEADBEEF #define TEX_CONSTANT_UNUSED 0xDEADBEEF typedef struct _TestState { guint frame; ClutterGeometry stage_geom; } TestState; static void check_pixel (GLubyte *pixel, guint32 color) { guint8 r = MASK_RED (color); guint8 g = MASK_GREEN (color); guint8 b = MASK_BLUE (color); guint8 a = MASK_ALPHA (color); if (g_test_verbose ()) g_print (" expected = %x, %x, %x, %x\n", r, g, b, a); /* FIXME - allow for hardware in-precision */ g_assert_cmpint (pixel[RED], ==, r); g_assert_cmpint (pixel[GREEN], ==, g); g_assert_cmpint (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_blend (TestState *state, int x, int y, guint32 src_color, guint32 dst_color, const char *blend_string, guint32 blend_constant, guint32 expected_result) { /* src color */ guint8 Sr = MASK_RED (src_color); guint8 Sg = MASK_GREEN (src_color); guint8 Sb = MASK_BLUE (src_color); guint8 Sa = MASK_ALPHA (src_color); /* dest color */ guint8 Dr = MASK_RED (dst_color); guint8 Dg = MASK_GREEN (dst_color); guint8 Db = MASK_BLUE (dst_color); guint8 Da = MASK_ALPHA (dst_color); /* blend constant - when applicable */ guint8 Br = MASK_RED (blend_constant); guint8 Bg = MASK_GREEN (blend_constant); guint8 Bb = MASK_BLUE (blend_constant); guint8 Ba = MASK_ALPHA (blend_constant); CoglColor blend_const_color; CoglHandle material; gboolean status; GError *error = NULL; GLubyte pixel[4]; GLint y_off; GLint x_off; /* First write out the destination color without any blending... */ material = cogl_material_new (); cogl_material_set_color4ub (material, Dr, Dg, Db, Da); cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL); cogl_set_source (material); cogl_rectangle (x * QUAD_WIDTH, y * QUAD_WIDTH, x * QUAD_WIDTH + QUAD_WIDTH, y * QUAD_WIDTH + QUAD_WIDTH); cogl_handle_unref (material); /* * Now blend a rectangle over our well defined destination: */ material = cogl_material_new (); cogl_material_set_color4ub (material, Sr, Sg, Sb, Sa); status = cogl_material_set_blend (material, blend_string, &error); if (!status) { /* It's not strictly a test failure; you need a more capable GPU or * driver to test this blend string. */ g_debug ("Failed to test blend string %s: %s", blend_string, error->message); } cogl_color_set_from_4ub (&blend_const_color, Br, Bg, Bb, Ba); cogl_material_set_blend_constant (material, &blend_const_color); cogl_set_source (material); cogl_rectangle (x * QUAD_WIDTH, y * QUAD_WIDTH, x * QUAD_WIDTH + QUAD_WIDTH, y * QUAD_WIDTH + QUAD_WIDTH); cogl_handle_unref (material); /* See what we got... */ y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2); x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2); /* XXX: * We haven't always had good luck with GL drivers implementing glReadPixels * reliably and skipping the first two frames improves our chances... */ if (state->frame <= 2) return; cogl_read_pixels (x_off, y_off, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, pixel); if (g_test_verbose ()) { g_print ("test_blend (%d, %d):\n%s\n", x, y, blend_string); g_print (" src color = %02x, %02x, %02x, %02x\n", Sr, Sg, Sb, Sa); g_print (" dst color = %02x, %02x, %02x, %02x\n", Dr, Dg, Db, Da); if (blend_constant != BLEND_CONSTANT_UNUSED) g_print (" blend constant = %02x, %02x, %02x, %02x\n", Br, Bg, Bb, Ba); else g_print (" blend constant = UNUSED\n"); g_print (" result = %x, %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]); } check_pixel (pixel, expected_result); } static CoglHandle make_texture (guint32 color) { guchar *tex_data, *p; guint8 r = MASK_RED (color); guint8 g = MASK_GREEN (color); guint8 b = MASK_BLUE (color); guint8 a = MASK_ALPHA (color); CoglHandle tex; tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 4); for (p = tex_data + QUAD_WIDTH * QUAD_WIDTH * 4; p > tex_data;) { *(--p) = a; *(--p) = b; *(--p) = g; *(--p) = r; } /* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here * since we don't want to allow Cogl to premultiply our data. */ tex = cogl_texture_new_from_data (QUAD_WIDTH, QUAD_WIDTH, COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_RGBA_8888, COGL_PIXEL_FORMAT_RGBA_8888, QUAD_WIDTH * 4, tex_data); g_free (tex_data); return tex; } static void test_tex_combine (TestState *state, int x, int y, guint32 tex0_color, guint32 tex1_color, guint32 combine_constant, const char *combine_string, guint32 expected_result) { CoglHandle tex0, tex1; /* combine constant - when applicable */ guint8 Cr = MASK_RED (combine_constant); guint8 Cg = MASK_GREEN (combine_constant); guint8 Cb = MASK_BLUE (combine_constant); guint8 Ca = MASK_ALPHA (combine_constant); CoglColor combine_const_color; CoglHandle material; gboolean status; GError *error = NULL; GLubyte pixel[4]; GLint y_off; GLint x_off; tex0 = make_texture (tex0_color); tex1 = make_texture (tex1_color); material = cogl_material_new (); cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80); cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL); cogl_material_set_layer (material, 0, tex0); cogl_material_set_layer_combine (material, 0, "RGBA = REPLACE (TEXTURE)", NULL); cogl_material_set_layer (material, 1, tex1); status = cogl_material_set_layer_combine (material, 1, combine_string, &error); if (!status) { /* It's not strictly a test failure; you need a more capable GPU or * driver to test this texture combine string. */ g_debug ("Failed to test texture combine string %s: %s", combine_string, error->message); } cogl_color_set_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca); cogl_material_set_layer_combine_constant (material, 1, &combine_const_color); cogl_set_source (material); cogl_rectangle (x * QUAD_WIDTH, y * QUAD_WIDTH, x * QUAD_WIDTH + QUAD_WIDTH, y * QUAD_WIDTH + QUAD_WIDTH); cogl_handle_unref (material); cogl_handle_unref (tex0); cogl_handle_unref (tex1); /* See what we got... */ y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2); x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2); /* XXX: * We haven't always had good luck with GL drivers implementing glReadPixels * reliably and skipping the first two frames improves our chances... */ if (state->frame <= 2) return; cogl_read_pixels (x_off, y_off, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, pixel); if (g_test_verbose ()) { g_print ("test_tex_combine (%d, %d):\n%s\n", x, y, combine_string); g_print (" texture 0 color = 0x%08lX\n", (unsigned long)tex0_color); g_print (" texture 1 color = 0x%08lX\n", (unsigned long)tex1_color); if (combine_constant != TEX_CONSTANT_UNUSED) g_print (" combine constant = %02x, %02x, %02x, %02x\n", Cr, Cg, Cb, Ca); else g_print (" combine constant = UNUSED\n"); g_print (" result = %02x, %02x, %02x, %02x\n", pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]); } check_pixel (pixel, expected_result); } static void on_paint (ClutterActor *actor, TestState *state) { int frame_num; test_blend (state, 0, 0, /* position */ 0xff0000ff, /* src */ 0xffffffff, /* dst */ "RGBA = ADD (SRC_COLOR, 0)", BLEND_CONSTANT_UNUSED, 0xff0000ff); /* expected */ test_blend (state, 1, 0, /* position */ 0x11223344, /* src */ 0x11223344, /* dst */ "RGBA = ADD (SRC_COLOR, DST_COLOR)", BLEND_CONSTANT_UNUSED, 0x22446688); /* expected */ test_blend (state, 2, 0, /* position */ 0x80808080, /* src */ 0xffffffff, /* dst */ "RGBA = ADD (SRC_COLOR * (CONSTANT), 0)", 0x80808080, /* constant (RGBA all = 0.5 when normalized) */ 0x40404040); /* expected */ test_blend (state, 3, 0, /* position */ 0x80000080, /* src (alpha = 0.5 when normalized) */ 0x40000000, /* dst */ "RGBA = ADD (SRC_COLOR * (SRC_COLOR[A])," " DST_COLOR * (1-SRC_COLOR[A]))", BLEND_CONSTANT_UNUSED, 0x60000040); /* expected */ /* XXX: * For all texture combine tests tex0 will use a combine mode of * "RGBA = REPLACE (TEXTURE)" */ test_tex_combine (state, 4, 0, /* position */ 0x11111111, /* texture 0 color */ 0x22222222, /* texture 1 color */ TEX_CONSTANT_UNUSED, "RGBA = ADD (PREVIOUS, TEXTURE)", /* tex combine */ 0x33333333); /* expected */ test_tex_combine (state, 5, 0, /* position */ 0x40404040, /* texture 0 color */ 0x80808080, /* texture 1 color (RGBA all = 0.5) */ TEX_CONSTANT_UNUSED, "RGBA = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */ 0x20202020); /* expected */ test_tex_combine (state, 6, 0, /* position */ 0xffffff80, /* texture 0 color (alpha = 0.5) */ 0xDEADBE40, /* texture 1 color */ TEX_CONSTANT_UNUSED, "RGB = REPLACE (PREVIOUS)" "A = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */ 0xffffff20); /* expected */ /* XXX: we are assuming test_tex_combine creates a material with * a color of 0x80808080 (i.e. the "PRIMARY" color) */ test_tex_combine (state, 7, 0, /* position */ 0xffffff80, /* texture 0 color (alpha = 0.5) */ 0xDEADBE20, /* texture 1 color */ TEX_CONSTANT_UNUSED, "RGB = REPLACE (PREVIOUS)" "A = MODULATE (PRIMARY, TEXTURE)", /* tex combine */ 0xffffff10); /* expected */ /* XXX: Experiments have shown that for some buggy drivers, when using * glReadPixels there is some kind of race, so we delay our test for a * few frames and a few seconds: */ frame_num = state->frame++; if (frame_num < 2) g_usleep (G_USEC_PER_SEC); /* Comment this out if you want visual feedback for what this test paints */ #if 1 if (frame_num == 3) clutter_main_quit (); #endif } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_cogl_blend_strings (TestConformSimpleFixture *fixture, gconstpointer data) { TestState state; ClutterActor *stage; ClutterActor *group; guint idle_source; state.frame = 0; 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"); }