mutter/tests/interactive/test-fbo.c
Robert Bragg 603f936745 Bug 1162 - Re-works the tests/ to use the glib-2.16 unit testing
framework

	* configure.ac:
	* tests/*:
	The tests have been reorganised into different categories: conformance,
	interactive and micro benchmarks.
	- conformance tests can be run as part of automated tests
	- interactive tests are basically all the existing tests
	- micro benchmarks focus on a single performance metric

	I converted the timeline tests to conformance tests and also added some
	tests from Neil Roberts and Ebassi.

	Note: currently only the conformance tests use the glib test APIs,
	though the micro benchmarks should too.

	The other change is to make the unit tests link into monolithic binaries
	which makes the build time for unit tests considerably faster. To deal
	with the extra complexity this adds to debugging individual tests I
	have added some sugar to the makefiles so all the tests can be run
	directly via a symlink and when an individual test is run this way,
	then a note is printed to the terminal explaining exactly how that test
	may be debugged using GDB.

	There is a convenience make rule: 'make test-report', that will run all
	the conformance tests and hopefully even open the results in your web
	browser. It skips some of the slower timeline tests, but you can run
	those using 'make full-report'
2008-11-07 19:32:28 +00:00

220 lines
6.1 KiB
C

#include "../config.h"
/*#define TEST_GROUP */
/* These variables are used instead of the standard GLSL variables on
GLES 2 */
#ifdef HAVE_COGL_GLES2
#define GLES2_VARS \
"precision mediump float;\n" \
"varying vec2 tex_coord;\n" \
"varying vec4 frag_color;\n"
#define TEX_COORD "tex_coord"
#define COLOR_VAR "frag_color"
#else /* HAVE_COGL_GLES2 */
#define GLES2_VARS ""
#define TEX_COORD "gl_TexCoord[0]"
#define COLOR_VAR "gl_Color"
#endif /* HAVE_COGL_GLES2 */
#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
ClutterActor*
make_source(void)
{
ClutterActor *source, *actor;
GError *error = NULL;
ClutterColor yellow = {0xff, 0xff, 0x00, 0xff};
source = clutter_group_new();
actor = clutter_texture_new_from_file ("redhand.png", &error);
if (!actor)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
clutter_group_add (source, actor);
actor = clutter_label_new_with_text ("Sans Bold 50px", "Clutter");
clutter_label_set_color (CLUTTER_LABEL (actor), &yellow);
clutter_actor_set_y (actor, clutter_actor_get_height(source) + 5);
clutter_group_add (source, actor);
return source;
}
ClutterShader*
make_shader(void)
{
ClutterShader *shader;
GError *error = NULL;
shader = clutter_shader_new ();
clutter_shader_set_fragment_source (shader,
GLES2_VARS
"uniform float radius ;"
"uniform sampler2D rectTexture;"
"uniform float x_step, y_step;"
""
"void main()"
"{"
" vec4 color = texture2D(rectTexture, " TEX_COORD ".st);"
" float u;"
" float v;"
" int count = 1;"
" for (u=-radius;u<radius;u++)"
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2D(rectTexture, "
" vec2(" TEX_COORD ".s + u"
" * 2.0 * x_step,"
" " TEX_COORD ".t + v"
" * 2.0 * y_step));"
" count ++;"
" }"
""
" gl_FragColor = color / float(count);"
" gl_FragColor = gl_FragColor * " COLOR_VAR ";"
"}",
-1
);
if (!clutter_shader_compile (shader, &error))
{
fprintf (stderr, "shader compilation failed:\n%s", error->message);
g_error_free (error);
}
return shader;
}
G_MODULE_EXPORT gint
test_fbo_main (gint argc, gchar *argv[])
{
ClutterColor blue = {0x33, 0x44, 0x55, 0xff};
ClutterActor *fbo;
ClutterActor *onscreen_source, *offscreen_source, *trans_source;
ClutterActor *foo_source;
ClutterActor *stage;
ClutterActor *clone;
ClutterShader *shader;
gint padx, pady;
gint fbo_width, fbo_height;
clutter_init (&argc, &argv);
if (clutter_feature_available (CLUTTER_FEATURE_OFFSCREEN) == FALSE)
g_error("This test requires CLUTTER_FEATURE_OFFSCREEN");
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &blue);
/* Create the first source */
onscreen_source = make_source();
clutter_actor_show_all (onscreen_source);
clutter_group_add (stage, onscreen_source);
/* Basic sizing for alignment */
fbo_width = clutter_actor_get_width (onscreen_source);
fbo_height = clutter_actor_get_height (onscreen_source);
padx = fbo_width + 10;
pady = fbo_height + 10;
clutter_actor_set_size (stage, padx*4, pady*2);
/* Second hand from fbo onscreen */
if ((fbo = clutter_texture_new_from_actor (onscreen_source)) == NULL)
g_error("onscreen fbo creation failed");
clutter_actor_set_position (fbo, padx, 0);
clutter_group_add (stage, fbo);
/* apply a shader to it */
shader = make_shader();
clutter_actor_set_shader (fbo, shader);
clutter_actor_set_shader_param (fbo, "radius", 2.0);
clutter_actor_set_shader_param (fbo, "x_step",
1.0f / clutter_util_next_p2 (fbo_width));
clutter_actor_set_shader_param (fbo, "y_step",
1.0f / clutter_util_next_p2 (fbo_height));
/* Third from cloning the fbo texture */
clone = clutter_clone_texture_new (CLUTTER_TEXTURE(fbo));
clutter_container_add_actor (CLUTTER_CONTAINER (stage), clone);
clutter_actor_set_position (clone, padx*2, 0);
/* Forth - an offscreen source */
offscreen_source = make_source();
clutter_actor_show_all (offscreen_source); /* need to show() offscreen */
if ((fbo = clutter_texture_new_from_actor (offscreen_source)) == NULL)
g_error("offscreen fbo creation failed");
clutter_actor_set_position (fbo, padx*3, 0);
clutter_group_add (stage, fbo);
/* 5th transformed */
trans_source = make_source();
clutter_actor_show_all (trans_source); /* need to show() offscreen */
clutter_actor_set_scale (trans_source, 2.5, 2.5);
if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL)
g_error("transformed fbo creation failed");
clutter_actor_set_position (fbo, 0, pady);
clutter_group_add (stage, fbo);
/* 6th resized bigger, but after fbo creation */
trans_source = make_source();
clutter_actor_show_all (trans_source); /* need to show() offscreen */
if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL)
g_error("transformed fbo creation failed");
/* rotate after */
clutter_actor_move_anchor_point_from_gravity (trans_source,
CLUTTER_GRAVITY_CENTER);
clutter_actor_set_rotation (trans_source, CLUTTER_Z_AXIS, 90.0, 0, 0, 0);
clutter_actor_set_position (fbo, padx, pady);
clutter_group_add (stage, fbo);
/* non visual breaks */
foo_source = make_source();
g_object_ref_sink (foo_source);
clutter_actor_show_all (foo_source);
if ((fbo = clutter_texture_new_from_actor (foo_source)) == NULL)
g_error("foo fbo creation failed");
g_object_unref (foo_source); /* fbo should keep it around */
clutter_actor_set_position (fbo, padx*3, pady);
clutter_group_add (stage, fbo);
/* TODO:
* Check realize/unrealize
* get_pixbuf()
* set_rgba on fbo texture.
*/
clutter_actor_show_all (stage);
clutter_main ();
return 0;
}