mutter/tests/conform/test-texture-rectangle.c
Robert Bragg bbcbece6c9 tests: Improve thoroughness and reporting of make test
This patch reworks our conformance testing framework because it seems
that glib's gtesting framework isn't really well suited to our use case.
For example we weren't able to test windows builds given the way we
were using it and also for each test we'd like to repeat the test
with several different environments so we can test important driver and
feature combinations.

This patch instead switches away to a simplified but custom approach for
running our unit tests. We hope that having a more bespoke setup will
enable us to easily extend it to focus on the details important to us.

Notable changes with this new approach are:

We can now run 'make test' for our mingw windows builds.

We've got rid of all the test-*report* make rules and we're just left
with 'make test'

'make test' now runs each test several times with different driver and
feature combinations checking the result for each run. 'make test' will
then output a concise table of all of the results.

The combinations tested are:
- OpenGL Fixed Function
- OpenGL ARBfp
- OpenGL GLSL
- OpenGL No NPOT texture support
- OpenGLES 2.0
- OpenGLES 2.0 No NPOT texture support

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-24 14:42:31 +00:00

277 lines
7.6 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
} TestState;
static CoglHandle
create_source_rect (void)
{
#ifdef GL_TEXTURE_RECTANGLE_ARB
int x, y;
GLint prev_unpack_row_length;
GLint prev_unpack_alignment;
GLint prev_unpack_skip_rows;
GLint prev_unpack_skip_pixles;
GLint prev_rectangle_binding;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
GLuint gl_tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 0;
*(p++) = 255;
}
/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
* texture so we need to save the state that we modify so we can
* restore it afterwards and be sure not to interfere with any state
* caching that Cogl may do internally.
*/
glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB, &prev_rectangle_binding);
glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
glGenTextures (1, &gl_tex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, 256, 256, 0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
/* Now restore the original GL state as Cogl had left it */
glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
g_assert (glGetError () == GL_NO_ERROR);
g_free (data);
tex = cogl_texture_new_from_foreign (gl_tex,
GL_TEXTURE_RECTANGLE_ARB,
256, 256, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
return tex;
#else /* GL_TEXTURE_RECTANGLE_ARB */
return COGL_INVALID_HANDLE;
#endif /* GL_TEXTURE_RECTANGLE_ARB */
}
static CoglHandle
create_source_2d (void)
{
int x, y;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = x;
*(p++) = y;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static void
draw_frame (TestState *state)
{
GLuint gl_tex;
CoglHandle tex_rect = create_source_rect ();
CoglHandle material_rect = cogl_material_new ();
CoglHandle tex_2d = create_source_2d ();
CoglHandle material_2d = cogl_material_new ();
g_assert (tex_rect != COGL_INVALID_HANDLE);
cogl_material_set_layer (material_rect, 0, tex_rect);
cogl_material_set_layer_filters (material_rect, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material_2d, 0, tex_2d);
cogl_material_set_layer_filters (material_2d, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material_rect);
/* Render the texture repeated horizontally twice */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render the top half of the texture to test without repeating */
cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
cogl_set_source (material_2d);
/* Render the top half of a regular 2D texture */
cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
/* Flush the rendering now so we can safely delete the texture */
cogl_flush ();
cogl_handle_unref (material_rect);
/* Cogl doesn't destroy foreign textures so we have to do it manually */
cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
glDeleteTextures (1, &gl_tex);
cogl_handle_unref (tex_rect);
}
static void
validate_result (TestState *state)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (512 * 384 * 4);
cogl_read_pixels (0, 0, 512, 384,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
for (y = 0; y < 384; y++)
for (x = 0; x < 512; x++)
{
if (x >= 256 && y >= 256)
{
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, x & 0xff);
g_assert_cmpint (p[2], ==, y & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 0);
}
p += 4;
}
g_free (data);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
draw_frame (state);
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static gboolean
check_rectangle_extension (void)
{
static const char rect_extension[] = "GL_ARB_texture_rectangle";
const char *extensions = (const char *) glGetString (GL_EXTENSIONS);
const char *extensions_end;
extensions_end = extensions + strlen (extensions);
while (extensions < extensions_end)
{
const char *end = strchr (extensions, ' ');
if (end == NULL)
end = extensions_end;
if (end - extensions == sizeof (rect_extension) - 1 &&
!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
return TRUE;
extensions = end + 1;
}
return FALSE;
}
void
test_cogl_texture_rectangle (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.stage = clutter_stage_get_default ();
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (check_rectangle_extension ())
{
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
if (cogl_test_verbose ())
g_print ("OK\n");
}
else if (cogl_test_verbose ())
g_print ("Skipping\n");
}