bbcbece6c9
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>
296 lines
9.2 KiB
C
296 lines
9.2 KiB
C
#include <cogl/cogl2-experimental.h>
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#include <string.h>
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#include "test-utils.h"
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#define TEX_WIDTH 4
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#define TEX_HEIGHT 8
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#define TEX_DEPTH 16
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/* Leave four bytes of padding between each row */
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#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
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/* Leave four rows of padding between each image */
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#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
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typedef struct _TestState
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{
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CoglContext *ctx;
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int fb_width;
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int fb_height;
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CoglFramebuffer *fb;
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} TestState;
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static CoglTexture3D *
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create_texture_3d (CoglContext *context)
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{
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int x, y, z;
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guint8 *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
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guint8 *p = data;
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CoglTexture3D *tex;
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GError *error = NULL;
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for (z = 0; z < TEX_DEPTH; z++)
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{
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for (y = 0; y < TEX_HEIGHT; y++)
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{
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for (x = 0; x < TEX_WIDTH; x++)
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{
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/* Set red, green, blue to values based on x, y, z */
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*(p++) = 255 - x * 8;
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*(p++) = y * 8;
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*(p++) = 255 - z * 8;
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/* Fully opaque */
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*(p++) = 0xff;
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}
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/* Set the padding between rows to 0xde */
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memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
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p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
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}
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/* Set the padding between images to 0xad */
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memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
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p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
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}
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tex = cogl_texture_3d_new_from_data (context,
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TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_ROWSTRIDE,
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TEX_IMAGE_STRIDE,
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data,
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&error);
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if (tex == NULL)
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{
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g_assert (error != NULL);
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g_warning ("Failed to create 3D texture: %s", error->message);
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g_assert_not_reached ();
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}
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g_free (data);
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return tex;
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}
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static void
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draw_frame (TestState *state)
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{
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CoglTexture *tex = COGL_TEXTURE (create_texture_3d (state->ctx));
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CoglPipeline *pipeline = cogl_pipeline_new (state->ctx);
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typedef struct { float x, y, s, t, r; } Vert;
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CoglPrimitive *primitive;
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CoglAttributeBuffer *attribute_buffer;
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CoglAttribute *attributes[2];
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Vert *verts, *v;
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int i;
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_push_source (pipeline);
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/* Render the texture repeated horizontally twice using a regular
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cogl rectangle. This should end up with the r texture coordinates
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as zero */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
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0.0f, 0.0f, 2.0f, 1.0f);
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cogl_pop_source ();
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/* Render all of the images in the texture using coordinates from a
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CoglPrimitive */
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v = verts = g_new (Vert, 4 * TEX_DEPTH);
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for (i = 0; i < TEX_DEPTH; i++)
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{
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float r = (i + 0.5f) / TEX_DEPTH;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 0;
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v->t = 0;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 0;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 1;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 1;
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v->t = 0;
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v->r = r;
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v++;
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}
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attribute_buffer = cogl_attribute_buffer_new (state->ctx,
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4 * TEX_DEPTH * sizeof (Vert),
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verts);
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attributes[0] = cogl_attribute_new (attribute_buffer,
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"cogl_position_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (attribute_buffer,
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"cogl_tex_coord_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, s),
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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6 * TEX_DEPTH,
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attributes,
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2 /* n_attributes */);
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cogl_primitive_set_indices (primitive,
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cogl_get_rectangle_indices (state->ctx,
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TEX_DEPTH),
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6 * TEX_DEPTH);
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cogl_framebuffer_draw_primitive (state->fb, pipeline, primitive);
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g_free (verts);
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cogl_object_unref (primitive);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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cogl_object_unref (attribute_buffer);
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cogl_object_unref (pipeline);
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}
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static void
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validate_block (int block_x, int block_y, int z)
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{
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int x, y;
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for (y = 0; y < TEX_HEIGHT; y++)
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for (x = 0; x < TEX_WIDTH; x++)
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test_utils_check_pixel_rgb (block_x * TEX_WIDTH + x,
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block_y * TEX_HEIGHT + y,
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255 - x * 8,
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y * 8,
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255 - z * 8);
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}
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static void
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validate_result (void)
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{
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int i;
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validate_block (0, 0, 0);
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for (i = 0; i < TEX_DEPTH; i++)
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validate_block (i, 1, i);
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}
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static void
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test_multi_texture (TestState *state)
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{
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CoglPipeline *pipeline;
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CoglTexture3D *tex_3d;
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CoglTexture2D *tex_2d;
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guint8 tex_data[4];
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cogl_framebuffer_clear4f (state->fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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/* Tests a pipeline that is using multi-texturing to combine a 3D
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texture with a 2D texture. The texture from another layer is
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sampled with TEXTURE_? just to pick up a specific bug that was
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happening with the ARBfp fragend */
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pipeline = cogl_pipeline_new (state->ctx);
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tex_data[0] = 0xff;
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tex_data[1] = 0x00;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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tex_2d = cogl_texture_2d_new_from_data (state->ctx,
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1, 1, /* width/height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 0, COGL_TEXTURE (tex_2d));
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tex_data[0] = 0x00;
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tex_data[1] = 0xff;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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tex_3d = cogl_texture_3d_new_from_data (state->ctx,
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1, 1, 1, /* width/height/depth */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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4, /* image_stride */
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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 1, COGL_TEXTURE (tex_3d));
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cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA = REPLACE(PREVIOUS)",
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NULL);
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA = ADD(TEXTURE_0, TEXTURE_1)",
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NULL);
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cogl_push_source (pipeline);
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cogl_rectangle (0, 0, 10, 10);
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cogl_pop_source ();
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test_utils_check_pixel (5, 5, 0xffff00ff);
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cogl_object_unref (tex_2d);
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cogl_object_unref (tex_3d);
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cogl_object_unref (pipeline);
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}
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void
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test_cogl_texture_3d (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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/* Check whether GL supports the rectangle extension. If not we'll
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just assume the test passes */
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if (cogl_has_feature (shared_state->ctx, COGL_FEATURE_ID_TEXTURE_3D))
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{
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TestState state;
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state.ctx = shared_state->ctx;
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state.fb_width = cogl_framebuffer_get_width (shared_state->fb);
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state.fb_height = cogl_framebuffer_get_height (shared_state->fb);
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state.fb = shared_state->fb;
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cogl_framebuffer_orthographic (shared_state->fb,
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0, 0, /* x_1, y_1 */
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state.fb_width, /* x_2 */
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state.fb_height /* y_2 */,
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-1, 100 /* near/far */);
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draw_frame (&state);
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validate_result ();
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test_multi_texture (&state);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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else if (cogl_test_verbose ())
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g_print ("Skipping\n");
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}
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