#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); #define SKIP_FRAMES 2 typedef struct _TestState { guint frame; 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... */ /* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */ 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 <= SKIP_FRAMES) return; 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 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 HAVE_COGL_GLES2 /* 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_layers); /* Cogl can't support more than 16 layers under GLES 2 */ if (n_layers > 16) n_layers = 16; #else glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers); /* 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; #endif 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 on_paint (ClutterActor *actor, TestState *state) { int frame_num; test_invalid_texture_layers (state, 0, 0 /* position */ ); test_using_all_layers (state, 1, 0 /* position */ ); /* 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 < SKIP_FRAMES) g_usleep (G_USEC_PER_SEC); /* Comment this out if you want visual feedback for what this test paints */ #if 1 if (frame_num > SKIP_FRAMES) 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; 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"); }