mutter/tests/conform/test-texture-get-set-data.c
Robert Bragg b5a7657076 Starts porting Cogl conformance tests from Clutter
This makes a start on porting the Cogl conformance tests that currently
still live in the Clutter repository to be standalone Cogl tests that no
longer require a ClutterStage.

The main thing is that this commit brings in is the basic testing
infrastructure we need, so now we can port more and more tests
incrementally.

Since the test suite wants a way to synchronize X requests/replies and
we can't simply call XSynchronize in the test-utils code before we know
if we are really running on X this adds a check for an environment
variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set
it forces XSynchronize (dpy, TRUE) to be called.

By default the conformance tests are run off screen. This makes the
tests run much faster and they also don't interfere with other work you
may want to do by constantly stealing focus. CoglOnscreen framebuffers
obviously don't get tested this way so it's important that the tests
also get run on screen every once in a while, especially if changes are
being made to CoglFramebuffer related code.  On screen testing can be
enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
2011-09-08 15:48:07 +01:00

167 lines
4.8 KiB
C

#include <clutter/clutter.h>
#include <glib.h>
#include <string.h>
#include "test-conform-common.h"
static void
check_texture (int width, int height, CoglTextureFlags flags)
{
CoglHandle tex;
guint8 *data, *p;
int y, x;
p = data = g_malloc (width * height * 4);
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 128;
*(p++) = (x ^ y);
}
tex = cogl_texture_new_from_data (width, height,
flags,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_RGBA_8888,
width * 4,
data);
/* Replace the bottom right quarter of the data with negated data to
test set_region */
p = data + (height + 1) * width * 2;
for (y = 0; y < height / 2; y++)
{
for (x = 0; x < width / 2; x++)
{
p[0] = ~p[0];
p[1] = ~p[1];
p[2] = ~p[2];
p[3] = ~p[3];
p += 4;
}
p += width * 2;
}
cogl_texture_set_region (tex,
width / 2, /* src_x */
height / 2, /* src_y */
width / 2, /* dst_x */
height / 2, /* dst_y */
width / 2, /* dst_width */
height / 2, /* dst_height */
width,
height,
COGL_PIXEL_FORMAT_RGBA_8888,
width * 4, /* rowstride */
data);
/* Check passing a NULL pointer and a zero rowstride. The texture
should calculate the needed data size and return it */
g_assert_cmpint (cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_ANY, 0, NULL),
==,
width * height * 4);
/* Try first receiving the data as RGB. This should cause a
* conversion */
memset (data, 0, width * height * 4);
cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_RGB_888,
width * 3, data);
p = data;
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
if (x >= width / 2 && y >= height / 2)
{
g_assert_cmpint (p[0], ==, ~x & 0xff);
g_assert_cmpint (p[1], ==, ~y & 0xff);
g_assert_cmpint (p[2], ==, ~128 & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 128);
}
p += 3;
}
/* Now try receiving the data as RGBA. This should not cause a
* conversion and no unpremultiplication because we explicitly set
* the internal format when we created the texture */
memset (data, 0, width * height * 4);
cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_RGBA_8888,
width * 4, data);
p = data;
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
if (x >= width / 2 && y >= height / 2)
{
g_assert_cmpint (p[0], ==, ~x & 0xff);
g_assert_cmpint (p[1], ==, ~y & 0xff);
g_assert_cmpint (p[2], ==, ~128 & 0xff);
g_assert_cmpint (p[3], ==, ~(x ^ y) & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 128);
g_assert_cmpint (p[3], ==, (x ^ y) & 0xff);
}
p += 4;
}
cogl_handle_unref (tex);
g_free (data);
}
static void
paint_cb (void)
{
/* First try without atlasing */
check_texture (256, 256, COGL_TEXTURE_NO_ATLAS);
/* Try again with atlasing. This should end up testing the atlas
backend and the sub texture backend */
check_texture (256, 256, 0);
/* Try with a really big texture in the hope that it will end up
sliced. */
check_texture (4, 5128, COGL_TEXTURE_NO_ATLAS);
/* And in the other direction. */
check_texture (5128, 4, COGL_TEXTURE_NO_ATLAS);
clutter_main_quit ();
}
void
test_cogl_texture_get_set_data (TestUtilsGTestFixture *fixture,
void *data)
{
ClutterActor *stage;
unsigned int paint_handler;
/* We create a stage even though we don't usually need it so that if
the draw-and-read texture fallback is needed then it will have
something to draw to */
stage = clutter_stage_get_default ();
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (paint_cb), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
if (g_test_verbose ())
g_print ("OK\n");
}