mutter/tests/conform/test-npot-texture.c
Robert Bragg 3881fd3259 Adds cogl_framebuffer_draw_[*_]rectangle functions
This adds experimental 2.0 api replacements for the cogl_rectangle[_*]
functions that don't depend on having a current pipeline set on the
context via cogl_{set,push}_source() or having a current framebuffer set
on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch
away from having a statefull context that affects drawing to having
framebuffer drawing apis that are explicitly passed a framebuffer and
pipeline.

To test this change several of the conformance tests were updated to use
this api instead of cogl_rectangle and
cogl_rectangle_with_texture_coords. Since it's quite laborious going
through all of the conformance tests the opportunity was taken to make
other clean ups in the conformance tests to replace other uses of
1.x api with experimental 2.0 api so long as that didn't affect what was
being tested.
2012-03-20 12:33:40 +00:00

237 lines
6.7 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
/* Non-power-of-two sized texture that should cause slicing */
#define TEXTURE_SIZE 384
/* Number of times to split the texture up on each axis */
#define PARTS 2
/* The texture is split into four parts, each with a different colour */
#define PART_SIZE (TEXTURE_SIZE / PARTS)
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
/* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE TEXTURE_SIZE
/* The size of a part once rendered */
#define PART_RENDER_SIZE (TEXTURE_RENDER_SIZE / PARTS)
static const ClutterColor corner_colors[PARTS * PARTS] =
{
/* Top left - red */ { 255, 0, 0, 255 },
/* Top right - green */ { 0, 255, 0, 255 },
/* Bottom left - blue */ { 0, 0, 255, 255 },
/* Bottom right - yellow */ { 255, 255, 0, 255 }
};
typedef struct _TestState
{
unsigned int frame;
CoglHandle texture;
} TestState;
static gboolean
validate_part (int xnum, int ynum, const ClutterColor *color)
{
guchar *pixels, *p;
ClutterActor *stage = clutter_stage_get_default ();
gboolean ret = TRUE;
/* Read the appropriate part but skip out a few pixels around the
edges */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
xnum * PART_RENDER_SIZE + TEST_INSET,
ynum * PART_RENDER_SIZE + TEST_INSET,
PART_RENDER_SIZE - TEST_INSET * 2,
PART_RENDER_SIZE - TEST_INSET * 2);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((PART_RENDER_SIZE - TEST_INSET * 2)
* (PART_RENDER_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != color->red)
ret = FALSE;
if (p[1] != color->green)
ret = FALSE;
if (p[2] != color->blue)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
validate_result (TestState *state)
{
/* Validate that all four corners of the texture are drawn in the
right color */
g_assert (validate_part (0, 0, corner_colors + 0));
g_assert (validate_part (1, 0, corner_colors + 1));
g_assert (validate_part (0, 1, corner_colors + 2));
g_assert (validate_part (1, 1, corner_colors + 3));
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
int y, x;
/* Just render the texture in the top left corner */
cogl_set_source_texture (state->texture);
/* Render the texture using four separate rectangles */
for (y = 0; y < 2; y++)
for (x = 0; x < 2; x++)
cogl_rectangle_with_texture_coords (x * TEXTURE_RENDER_SIZE / 2,
y * TEXTURE_RENDER_SIZE / 2,
(x + 1) * TEXTURE_RENDER_SIZE / 2,
(y + 1) * TEXTURE_RENDER_SIZE / 2,
x / 2.0f,
y / 2.0f,
(x + 1) / 2.0f,
(y + 1) / 2.0f);
/* XXX: validate_result calls clutter_stage_read_pixels which will result in
* another paint run so to avoid infinite recursion we only aim to validate
* the first frame. */
frame_num = state->frame++;
if (frame_num == 1)
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
int partx, party, width, height;
p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
/* Make a texture with a different color for each part */
for (party = 0; party < PARTS; party++)
{
height = (party < PARTS - 1
? PART_SIZE
: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
for (partx = 0; partx < PARTS; partx++)
{
const ClutterColor *color = corner_colors + party * PARTS + partx;
width = (partx < PARTS - 1
? PART_SIZE
: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
while (width-- > 0)
{
*(p++) = color->red;
*(p++) = color->green;
*(p++) = color->blue;
*(p++) = color->alpha;
}
}
while (--height > 0)
{
memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
p += TEXTURE_SIZE * 4;
}
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
if (cogl_test_verbose ())
{
if (cogl_texture_is_sliced (tex))
g_print ("Texture is sliced\n");
else
g_print ("Texture is not sliced\n");
}
/* The texture should be sliced unless NPOTs are supported */
g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
? !cogl_texture_is_sliced (tex)
: cogl_texture_is_sliced (tex));
return tex;
}
void
test_npot_texture (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
unsigned int idle_source;
if (cogl_test_verbose ())
{
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
g_print ("NPOT textures are supported\n");
else
g_print ("NPOT textures are not supported\n");
}
state.frame = 0;
state.texture = make_texture ();
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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);
cogl_handle_unref (state.texture);
if (cogl_test_verbose ())
g_print ("OK\n");
}