1fd2156a99
* tests/conform/test-mesh-mutability.c (on_paint): * tests/conform/test-mesh-interleved.c (on_paint): * tests/conform/test-mesh-contiguous.c (on_paint): Use g_usleep instead of sleep * tests/conform/test-mesh-mutability.c (queue_redraw): * tests/conform/test-mesh-interleved.c (queue_redraw): * tests/conform/test-mesh-contiguous.c (queue_redraw): Added missing return statement * clutter/cogl/cogl-mesh.h: Add a declaration for cogl_mesh_submit * clutter/cogl/common/cogl-mesh.c (cogl_mesh_submit): Move the documentation to cogl-mesh.h to match the rest of the functions
168 lines
4.0 KiB
C
168 lines
4.0 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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/* This test verifies that interleved attributes work with the mesh API.
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* We add (x,y) GLfloat vertices, interleved with RGBA GLubyte color
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* attributes to a mesh object, submit and draw.
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*
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* If you want visual feedback of what this test paints for debugging purposes,
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* then remove the call to clutter_main_quit() in validate_result.
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*/
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typedef struct _TestState
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{
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CoglHandle mesh;
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ClutterGeometry stage_geom;
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guint frame;
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} TestState;
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typedef struct _InterlevedVertex
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{
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GLfloat x;
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GLfloat y;
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GLubyte r;
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GLubyte g;
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GLubyte b;
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GLubyte a;
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} InterlevedVertex;
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static void
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validate_result (TestState *state)
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{
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GLubyte pixel[4];
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GLint y_off = state->stage_geom.height - 90;
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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/* NB: We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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/* Should see a blue pixel */
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glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
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#undef RED
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#undef GREEN
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#undef BLUE
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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/* Draw a faded blue triangle */
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cogl_mesh_draw_arrays (state->mesh,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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if (state->frame >= 2)
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validate_result (state);
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else
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g_usleep (G_USEC_PER_SEC);
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state->frame++;
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_mesh_interleved (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
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ClutterActor *group;
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state.frame = 0;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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clutter_actor_get_geometry (stage, &state.stage_geom);
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group = clutter_group_new ();
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clutter_actor_set_size (group,
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state.stage_geom.width,
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state.stage_geom.height);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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{
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InterlevedVertex verts[3] =
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{
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{ /* .x = */ 0.0, /* .y = */ 0.0,
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/* blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0xff },
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{ /* .x = */ 100.0, /* .y = */ 100.0,
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/* transparent blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
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{ /* .x = */ 0.0, /* .y = */ 100.0,
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/* transparent blue */
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/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
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};
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/* We assume the compiler is doing no funny struct padding for this test:
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*/
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g_assert (sizeof (InterlevedVertex) == 12);
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state.mesh = cogl_mesh_new (3 /* n vertices */);
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cogl_mesh_add_attribute (state.mesh,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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12, /* stride */
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&verts[0].x);
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cogl_mesh_add_attribute (state.mesh,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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12, /* stride */
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&verts[0].r);
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cogl_mesh_submit (state.mesh);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_mesh_unref (state.mesh);
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g_print ("OK\n");
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}
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