af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
94 lines
3.0 KiB
C
94 lines
3.0 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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void
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test_pipeline_shader_state (void)
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{
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CoglOffscreen *offscreen;
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CoglFramebuffer *fb;
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CoglPipeline *base_pipeline;
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CoglPipeline *draw_pipeline;
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CoglTexture2D *tex;
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CoglSnippet *snippet;
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float width = cogl_framebuffer_get_width (test_fb);
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float height = cogl_framebuffer_get_height (test_fb);
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cogl_framebuffer_orthographic (test_fb,
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0, 0, width, height,
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-1,
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100);
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tex = cogl_texture_2d_new_with_size (test_ctx, 128, 128);
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offscreen = cogl_offscreen_new_with_texture (tex);
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fb = offscreen;
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cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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cogl_object_unref (offscreen);
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 0, 1);
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/* Setup a template pipeline... */
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base_pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (base_pipeline, 1, tex);
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cogl_pipeline_set_color4f (base_pipeline, 1, 0, 0, 1);
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/* Derive a pipeline from the template, making a change that affects
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* fragment processing but making sure not to affect vertex
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* processing... */
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draw_pipeline = cogl_pipeline_copy (base_pipeline);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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NULL, /* declarations */
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"cogl_color_out = vec4 (0.0, 1.0, 0.1, 1.1);");
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cogl_pipeline_add_snippet (draw_pipeline, snippet);
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cogl_object_unref (snippet);
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cogl_framebuffer_draw_rectangle (test_fb, draw_pipeline,
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0, 0, width, height);
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cogl_object_unref (draw_pipeline);
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cogl_framebuffer_finish (test_fb);
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/* At this point we should have provoked cogl to cache some vertex
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* shader state for the draw_pipeline with the base_pipeline because
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* none of the changes made to the draw_pipeline affected vertex
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* processing. (NB: cogl will cache shader state with the oldest
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* ancestor that the state is still valid for to maximize the chance
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* that it can be used with other derived pipelines)
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*
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* Now we make a change to the base_pipeline to make sure that this
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* cached vertex shader gets invalidated.
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*/
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cogl_pipeline_set_layer_texture (base_pipeline, 0, tex);
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/* Now we derive another pipeline from base_pipeline to verify that
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* it doesn't end up re-using the old cached state
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*/
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draw_pipeline = cogl_pipeline_copy (base_pipeline);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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NULL, /* declarations */
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"cogl_color_out = vec4 (0.0, 0.0, 1.1, 1.1);");
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cogl_pipeline_add_snippet (draw_pipeline, snippet);
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cogl_object_unref (snippet);
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cogl_framebuffer_draw_rectangle (test_fb, draw_pipeline,
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0, 0, width, height);
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cogl_object_unref (draw_pipeline);
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test_utils_check_region (test_fb, 0, 0, width, height,
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0x0000ffff);
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}
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