c3d9f0bed4
The cogl_is_* functions were showing up quite high on profiles due to iterating through arrays of cogl handles. This does away with all the handle arrays and implements a simple struct inheritance scheme. All cogl objects now add a CoglHandleObject _parent; member to their main structures. The base object includes 2 members a.t.m; a ref_count, and a klass pointer. The klass in turn gives you a type and virtual function for freeing objects of that type. Each handle type has a _cogl_##handle_type##_get_type () function automatically defined which returns a GQuark of the handle type, so now implementing the cogl_is_* funcs is just a case of comparing with obj->klass->type. Another outcome of the re-work is that cogl_handle_{ref,unref} are also much more efficient, and no longer need extending for each handle type added to cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and are no longer used internally to Clutter or Cogl. Potentially we can remove them completely before 1.0.
257 lines
7.5 KiB
C
257 lines
7.5 KiB
C
|
|
#include <clutter/clutter.h>
|
|
#include <cogl/cogl.h>
|
|
|
|
#include "test-conform-common.h"
|
|
|
|
/* This test verifies that the simplest usage of the vertex buffer API,
|
|
* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
|
|
* attributes to a buffer, submit, and draw.
|
|
*
|
|
* It also tries to verify that the enable/disable attribute APIs are working
|
|
* too.
|
|
*
|
|
* If you want visual feedback of what this test paints for debugging purposes,
|
|
* then remove the call to clutter_main_quit() in validate_result.
|
|
*/
|
|
|
|
typedef struct _TestState
|
|
{
|
|
CoglHandle buffer;
|
|
CoglHandle texture;
|
|
CoglHandle material;
|
|
ClutterGeometry stage_geom;
|
|
guint frame;
|
|
} TestState;
|
|
|
|
static void
|
|
validate_result (TestState *state)
|
|
{
|
|
GLubyte pixel[4];
|
|
GLint y_off = state->stage_geom.height - 90;
|
|
|
|
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
|
|
if (g_test_verbose ())
|
|
g_print ("y_off = %d\n", y_off);
|
|
|
|
/* NB: We ignore the alpha, since we don't know if our render target is
|
|
* RGB or RGBA */
|
|
|
|
#define RED 0
|
|
#define GREEN 1
|
|
#define BLUE 2
|
|
|
|
/* Should see a blue pixel */
|
|
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
if (g_test_verbose ())
|
|
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
|
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
|
|
|
/* Should see a red pixel */
|
|
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
if (g_test_verbose ())
|
|
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
|
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
|
|
|
|
/* Should see a blue pixel */
|
|
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
if (g_test_verbose ())
|
|
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
|
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
|
|
|
/* Should see a green pixel, at bottom of 4th triangle */
|
|
glReadPixels (310, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
if (g_test_verbose ())
|
|
g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
|
g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
|
|
|
|
/* Should see a red pixel, at top of 4th triangle */
|
|
glReadPixels (310, y_off + 70 , 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
|
if (g_test_verbose ())
|
|
g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
|
g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
|
|
|
|
|
|
#undef RED
|
|
#undef GREEN
|
|
#undef BLUE
|
|
|
|
/* Comment this out if you want visual feedback of what this test
|
|
* paints.
|
|
*/
|
|
clutter_main_quit ();
|
|
}
|
|
|
|
static void
|
|
on_paint (ClutterActor *actor, TestState *state)
|
|
{
|
|
/* Draw a faded blue triangle */
|
|
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
|
|
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
|
cogl_vertex_buffer_draw (state->buffer,
|
|
GL_TRIANGLE_STRIP, /* mode */
|
|
0, /* first */
|
|
3); /* count */
|
|
|
|
/* Draw a red triangle */
|
|
/* Here we are testing that the disable attribute works; if it doesn't
|
|
* the triangle will remain faded blue */
|
|
cogl_translate (100, 0, 0);
|
|
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
|
|
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
|
cogl_vertex_buffer_draw (state->buffer,
|
|
GL_TRIANGLE_STRIP, /* mode */
|
|
0, /* first */
|
|
3); /* count */
|
|
|
|
/* Draw a faded blue triangle */
|
|
/* Here we are testing that the re-enable works; if it doesn't
|
|
* the triangle will remain red */
|
|
cogl_translate (100, 0, 0);
|
|
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
|
|
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
|
cogl_vertex_buffer_draw (state->buffer,
|
|
GL_TRIANGLE_STRIP, /* mode */
|
|
0, /* first */
|
|
3); /* count */
|
|
|
|
/* Draw a textured triangle */
|
|
cogl_translate (100, 0, 0);
|
|
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
|
|
cogl_set_source (state->material);
|
|
cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
|
|
cogl_vertex_buffer_draw (state->buffer,
|
|
GL_TRIANGLE_STRIP, /* mode */
|
|
0, /* first */
|
|
3); /* count */
|
|
|
|
/* XXX: Experiments have shown that for some buggy drivers, when using
|
|
* glReadPixels there is some kind of race, so we delay our test for a
|
|
* few frames and a few seconds:
|
|
*/
|
|
if (state->frame >= 2)
|
|
validate_result (state);
|
|
else
|
|
g_usleep (G_USEC_PER_SEC);
|
|
|
|
state->frame++;
|
|
}
|
|
|
|
static gboolean
|
|
queue_redraw (gpointer stage)
|
|
{
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
void
|
|
test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
|
|
gconstpointer data)
|
|
{
|
|
TestState state;
|
|
ClutterActor *stage;
|
|
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
|
ClutterActor *group;
|
|
guint idle_source;
|
|
guchar tex_data[] = {
|
|
0xff, 0x00, 0x00, 0xff,
|
|
0xff, 0x00, 0x00, 0xff,
|
|
0x00, 0xff, 0x00, 0xff,
|
|
0x00, 0xff, 0x00, 0xff
|
|
};
|
|
|
|
state.frame = 0;
|
|
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
|
clutter_actor_get_geometry (stage, &state.stage_geom);
|
|
|
|
group = clutter_group_new ();
|
|
clutter_actor_set_size (group,
|
|
state.stage_geom.width,
|
|
state.stage_geom.height);
|
|
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);
|
|
|
|
state.texture = cogl_texture_new_from_data (2, 2,
|
|
0, /* max waste */
|
|
COGL_TEXTURE_NONE,
|
|
COGL_PIXEL_FORMAT_RGBA_8888,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
0, /* auto calc row stride */
|
|
tex_data);
|
|
|
|
state.material = cogl_material_new ();
|
|
cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
|
|
cogl_material_set_layer (state.material, 0, state.texture);
|
|
|
|
{
|
|
GLfloat triangle_verts[3][2] =
|
|
{
|
|
{0.0, 0.0},
|
|
{100.0, 100.0},
|
|
{0.0, 100.0}
|
|
};
|
|
GLbyte triangle_colors[3][4] =
|
|
{
|
|
{0x00, 0x00, 0xff, 0xff}, /* blue */
|
|
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
|
|
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
|
|
};
|
|
GLfloat triangle_tex_coords[3][2] =
|
|
{
|
|
{0.0, 0.0},
|
|
{1.0, 1.0},
|
|
{0.0, 1.0}
|
|
};
|
|
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
|
|
cogl_vertex_buffer_add (state.buffer,
|
|
"gl_Vertex",
|
|
2, /* n components */
|
|
GL_FLOAT,
|
|
FALSE, /* normalized */
|
|
0, /* stride */
|
|
triangle_verts);
|
|
cogl_vertex_buffer_add (state.buffer,
|
|
"gl_Color::blue",
|
|
4, /* n components */
|
|
GL_UNSIGNED_BYTE,
|
|
FALSE, /* normalized */
|
|
0, /* stride */
|
|
triangle_colors);
|
|
cogl_vertex_buffer_add (state.buffer,
|
|
"gl_MultiTexCoord0",
|
|
2, /* n components */
|
|
GL_FLOAT,
|
|
FALSE, /* normalized */
|
|
0, /* stride */
|
|
triangle_tex_coords);
|
|
|
|
cogl_vertex_buffer_submit (state.buffer);
|
|
}
|
|
|
|
clutter_actor_show_all (stage);
|
|
|
|
clutter_main ();
|
|
|
|
cogl_handle_unref (state.buffer);
|
|
cogl_handle_unref (state.material);
|
|
cogl_handle_unref (state.texture);
|
|
|
|
g_source_remove (idle_source);
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("OK\n");
|
|
}
|
|
|