a2cf7e4a19
To deal with all the corner cases that couldn't be scripted a number of patches were written for the remaining 10% of the effort. Note: again no API changes were made in Clutter, only in Cogl.
278 lines
7.6 KiB
C
278 lines
7.6 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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#ifdef CLUTTER_COGL_HAS_GL
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/* Size the texture so that it is just off a power of two to enourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 33
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#else /* CLUTTER_COGL_HAS_GL */
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/* We can't use the funny-sized texture on GL ES because it will break
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cogl_texture_polygon. However there is only one code path for
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rendering quads so there is no need */
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#define TEXTURE_SIZE 32
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#endif /* CLUTTER_COGL_HAS_GL */
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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typedef struct _TestState
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{
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guint frame;
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CoglHandle texture;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, gboolean shown)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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gboolean ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * TEXTURE_SIZE + TEST_INSET,
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ynum * TEXTURE_SIZE + TEST_INSET,
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TEXTURE_SIZE - TEST_INSET * 2,
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TEXTURE_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((TEXTURE_SIZE - TEST_INSET * 2)
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* (TEXTURE_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != (shown ? 255 : 0))
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ret = FALSE;
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if (p[1] != 0)
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ret = FALSE;
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if (p[2] != 0)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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}
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static void
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validate_result (TestState *state)
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{
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/* Front-facing texture */
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g_assert (validate_part (0, 0, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (1, 0, FALSE));
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/* Front-facing texture polygon */
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g_assert (validate_part (2, 0, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (3, 0, FALSE));
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/* Regular rectangle */
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g_assert (validate_part (4, 0, TRUE));
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/* Backface culling disabled - everything should be shown */
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/* Front-facing texture */
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g_assert (validate_part (0, 1, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (1, 1, TRUE));
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/* Front-facing texture polygon */
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g_assert (validate_part (2, 1, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (3, 1, TRUE));
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/* Regular rectangle */
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g_assert (validate_part (4, 1, TRUE));
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int i;
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int frame_num;
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cogl_enable_backface_culling (TRUE);
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cogl_push_matrix ();
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/* Render the scene twice - once with backface culling enabled and
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once without. The second time is translated so that it is below
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the first */
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for (i = 0; i < 2; i++)
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{
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_SIZE);
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CoglTextureVertex verts[4];
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memset (verts, 0, sizeof (verts));
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/* Set the color to white so that all the textures will be drawn
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at their own color */
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cogl_set_source_color4f (1.0, 1.0,
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1.0, 1.0);
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x2 = x1 + (float)(TEXTURE_SIZE);
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/* Draw a front-facing texture */
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cogl_texture_rectangle (state->texture,
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x1, y1, x2, y2,
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0, 0, 1.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_SIZE);
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/* Draw a back-facing texture */
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cogl_texture_rectangle (state->texture,
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x2, y1, x1, y2,
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0, 0, 1.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_SIZE);
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/* Draw a front-facing texture polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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verts[3].x = x1; verts[3].y = y1;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_texture_polygon (state->texture, 4,
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verts, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_SIZE);
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/* Draw a back-facing texture polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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verts[3].x = x1; verts[3].y = y2;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_texture_polygon (state->texture, 4,
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verts, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_SIZE);
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/* Draw a regular rectangle (this should always show) */
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cogl_set_source_color4f (1.0, 0, 0, 1.0);
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cogl_rectangle ( (x1), (y1),
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(x2 - x1), (y2 - y1));
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/* The second time round draw beneath the first with backface
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culling disabled */
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cogl_translate (0, TEXTURE_SIZE, 0);
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cogl_enable_backface_culling (FALSE);
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}
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cogl_pop_matrix ();
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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/* Need to increment frame first because clutter_stage_read_pixels
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fires a redraw */
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frame_num = state->frame++;
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if (frame_num == 2)
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validate_result (state);
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else if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
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{
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*(--p) = 255;
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*(--p) = 0;
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*(--p) = 0;
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*(--p) = 255;
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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8,
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FALSE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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void
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test_backface_culling (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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state.texture = make_texture ();
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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cogl_texture_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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