e69e41b2c7
Most of the conformance tests read a pixel value and assert that it matches a known value. However they were all doing this with slightly different methods. This adds a common test_utils_check_pixel function which they now all use. The function takes an x and y coordinate and a 32-bit value representing the color. It is assumed that writing a known color is most convenient as an 8 digit hex sequence which this function allows. There is also a test_utils_check_pixel_rgb function wrapper which takes the components as separate arguments. This is more convenient when the expected color is also calculated by the test. Reviewed-by: Robert Bragg <robert@linux.intel.com>
183 lines
5.3 KiB
C
183 lines
5.3 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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int dummy;
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} TestState;
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static void
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paint_legacy (TestState *state)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_material_set_color (material, &color);
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/* Override the vertex color in the texture environment with a
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constant green color */
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cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer_combine_constant (material, 0, &color);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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&error))
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{
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g_warning ("Error setting blend constant: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something using the material */
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cogl_set_source (material);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_program_use (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_program_use (COGL_INVALID_HANDLE);
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cogl_handle_unref (material);
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cogl_handle_unref (program);
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}
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static void
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paint (TestState *state)
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{
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CoglPipeline *pipeline = cogl_pipeline_new ();
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_pipeline_set_color (pipeline, &color);
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/* Override the vertex color in the texture environment with a
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constant green color */
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cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
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cogl_pipeline_set_layer_combine_constant (pipeline, 0, &color);
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if (!cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA=REPLACE(CONSTANT)",
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&error))
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{
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g_warning ("Error setting blend constant: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something without the program */
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_pipeline_set_user_program (pipeline, program);
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cogl_handle_unref (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
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cogl_object_unref (pipeline);
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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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/* Non-shader version */
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test_utils_check_pixel (25, 25, 0x00ff0000);
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/* Shader version */
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test_utils_check_pixel (75, 25, 0x00ff0000);
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}
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void
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test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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TestState state;
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cogl_ortho (0, cogl_framebuffer_get_width (shared_state->fb), /* left, right */
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cogl_framebuffer_get_height (shared_state->fb), 0, /* bottom, top */
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-1, 100 /* z near, far */);
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/* If shaders aren't supported then we can't run the test */
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if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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{
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paint_legacy (&state);
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validate_result ();
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paint (&state);
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validate_result ();
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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