a849ecae1b
This adds a modification to the test-point-sprite test which uses a shader snippet which directly references cogl_point_coord instead of relying on cogl_pipeline_set_layer_point_sprite_coords_enabled to replace the texture coordinates with the point coords. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 5ea57b14f5ec7d52ae378f4ca64574ef56342f56)
196 lines
6.5 KiB
C
196 lines
6.5 KiB
C
#include <cogl/cogl2-experimental.h>
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#include "test-utils.h"
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#define POINT_SIZE 8
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static const CoglVertexP2T2
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point =
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{
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POINT_SIZE, POINT_SIZE,
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0.0f, 0.0f
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};
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static const uint8_t
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tex_data[3 * 2 * 2] =
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{
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0x00, 0x00, 0xff, 0x00, 0xff, 0x00,
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0x00, 0xff, 0xff, 0xff, 0x00, 0x00
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};
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static void
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do_test (CoglBool check_orientation,
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CoglBool use_glsl)
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{
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int fb_width = cogl_framebuffer_get_width (test_fb);
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int fb_height = cogl_framebuffer_get_height (test_fb);
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CoglPrimitive *prim;
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CoglError *error = NULL;
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CoglTexture2D *tex_2d;
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CoglPipeline *pipeline, *solid_pipeline;
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int tex_height;
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cogl_framebuffer_orthographic (test_fb,
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0, 0, /* x_1, y_1 */
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fb_width, /* x_2 */
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fb_height /* y_2 */,
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-1, 100 /* near/far */);
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cogl_framebuffer_clear4f (test_fb,
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COGL_BUFFER_BIT_COLOR,
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1.0f, 1.0f, 1.0f, 1.0f);
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/* If we're not checking the orientation of the point sprite then
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* we'll set the height of the texture to 1 so that the vertical
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* orientation does not matter */
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if (check_orientation)
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tex_height = 2;
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else
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tex_height = 1;
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tex_2d = cogl_texture_2d_new_from_data (test_ctx,
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2, tex_height, /* width/height */
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6, /* row stride */
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tex_data,
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&error);
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g_assert (tex_2d != NULL);
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g_assert (error == NULL);
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, COGL_TEXTURE (tex_2d));
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cogl_pipeline_set_layer_filters (pipeline,
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0, /* layer_index */
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_pipeline_set_point_size (pipeline, POINT_SIZE);
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/* If we're using GLSL then we don't need to enable point sprite
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* coords and we can just directly reference cogl_point_coord in the
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* snippet */
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if (use_glsl)
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{
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CoglSnippet *snippet =
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cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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NULL, /* declarations */
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NULL /* post */);
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static const char source[] =
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" cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n";
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cogl_snippet_set_replace (snippet, source);
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/* Keep a reference to the original pipeline because there is no
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* way to remove a snippet in order to recreate the solid
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* pipeline */
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solid_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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else
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{
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CoglBool res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
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/* layer_index */
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0,
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/* enable */
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TRUE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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solid_pipeline = cogl_pipeline_copy (pipeline);
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res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline,
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/* layer_index */
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0,
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/* enable */
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FALSE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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}
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prim = cogl_primitive_new_p2t2 (test_ctx,
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COGL_VERTICES_MODE_POINTS,
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1, /* n_vertices */
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&point);
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cogl_primitive_draw (prim, test_fb, pipeline);
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/* Render the primitive again without point sprites to make sure
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disabling it works */
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cogl_framebuffer_push_matrix (test_fb);
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cogl_framebuffer_translate (test_fb,
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POINT_SIZE * 2, /* x */
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0.0f, /* y */
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0.0f /* z */);
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cogl_primitive_draw (prim, test_fb, solid_pipeline);
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cogl_framebuffer_pop_matrix (test_fb);
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cogl_object_unref (prim);
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cogl_object_unref (solid_pipeline);
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cogl_object_unref (pipeline);
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cogl_object_unref (tex_2d);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x00ff00ff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0x00ffffff :
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0xff0000ff :
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0x00ff00ff);
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/* When rendering without the point sprites all of the texture
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coordinates should be 0,0 so it should get the top-left texel
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which is blue */
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test_utils_check_region (test_fb,
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POINT_SIZE * 3 - POINT_SIZE / 2 + 1,
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POINT_SIZE - POINT_SIZE / 2 + 1,
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POINT_SIZE - 2, POINT_SIZE - 2,
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0x0000ffff);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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void
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test_point_sprite (void)
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{
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do_test (FALSE /* don't check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_orientation (void)
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{
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do_test (TRUE /* check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_glsl (void)
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{
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do_test (FALSE /* don't check orientation */,
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TRUE /* use GLSL */);
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}
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