19ccb72b80
When the CoglGLES2Context is bound to read from a CoglOffscreen then the result will be upside down from what GL expects if glCopyTexImage2D is used directly. To fix that, this patch now wraps glCopyTexImage2D and glCopyTexSubImage2D so that the copy is doing by binding an FBO to the target texture and then rendering a quad sampling from the texture in the offscreen framebuffer. The rendering is done using the Cogl context rather than the GLES2 context because otherwise it would have to do a fair bit of work to try and stash the old state on the context before setting up the state to do the blit. The down side of this is that the contexts need to be synchronized so that the rendering will be up-to-date. As far as I understand from the GL spec, this requires a glFinish and then the texture needs to be rebound in the new context because updates to shared objects are guaranteed to be reflected until the object is rebound. GLES2 supports using glCopyTexImage2D for cube map textures. As Cogl doesn't currently have support for cube maps, it is quite hard to get that to work with this patch. For now attempts to copy to a cube map texture will just be sliently ignored. This patch also includes a test case which renders an image to the framebuffer and then copies it to a texture. The texture is then rendered back to the framebuffer and the contents are checked for the correct orientation using glReadPixels. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 30b6da8134bad95267265e26685c7475f6c351c9) |
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conform | ||
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README |
Outline of test categories: The conform/ tests: ------------------- These tests should be non-interactive unit-tests that verify a single feature is behaving as documented. See conform/ADDING_NEW_TESTS for more details. Although it may seem a bit awkward; all the tests are built into a single binary because it makes building the tests *much* faster by avoiding lots of linking. Each test has a wrapper script generated though so running the individual tests should be convenient enough. Running the wrapper script will also print out for convenience how you could run the test under gdb or valgrind like this for example: NOTE: For debugging purposes, you can run this single test as follows: $ libtool --mode=execute \ gdb --eval-command="b test_cogl_depth_test" \ --args ./test-conformance -p /conform/cogl/test_cogl_depth_test or: $ env G_SLICE=always-malloc \ libtool --mode=execute \ valgrind ./test-conformance -p /conform/cogl/test_cogl_depth_test By default the conformance tests are run offscreen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run onscreen every once in a while, especially if changes are being made to CoglFramebuffer related code. Onscreen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment. The micro-bench/ tests: ----------------------- These should be focused performance tests, ideally testing a single metric. Please never forget that these tests are synthetic and if you are using them then you understand what metric is being tested. They probably don't reflect any real world application loads and the intention is that you use these tests once you have already determined the crux of your problem and need focused feedback that your changes are indeed improving matters. There is no exit status requirements for these tests, but they should give clear feedback as to their performance. If the framerate is the feedback metric, then the test should forcibly enable FPS debugging. The data/ directory: -------------------- This contains optional data (like images) that can be referenced by a test. Misc notes: ----------- • All tests should ideally include a detailed description in the source explaining exactly what the test is for, how the test was designed to work, and possibly a rationale for the approach taken for testing. • When running tests under Valgrind, you should follow the instructions available here: http://live.gnome.org/Valgrind and also use the suppression file available inside the data/ directory.