b5a7657076
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.
372 lines
12 KiB
C
372 lines
12 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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#define SOURCE_SIZE 32
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#define SOURCE_DIVISIONS_X 2
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#define SOURCE_DIVISIONS_Y 2
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#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
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#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
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#define TEST_INSET 1
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static const ClutterColor
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corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
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{
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{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
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{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
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{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
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{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
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};
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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unsigned int frame;
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CoglHandle tex;
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} TestState;
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static CoglHandle
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create_source (void)
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{
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int dx, dy;
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guchar *data = g_malloc (SOURCE_SIZE * SOURCE_SIZE * 4);
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/* Create a texture with a different coloured rectangle at each
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corner */
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for (dy = 0; dy < SOURCE_DIVISIONS_Y; dy++)
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for (dx = 0; dx < SOURCE_DIVISIONS_X; dx++)
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{
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guchar *p = (data + dy * DIVISION_HEIGHT * SOURCE_SIZE * 4 +
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dx * DIVISION_WIDTH * 4);
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int x, y;
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for (y = 0; y < DIVISION_HEIGHT; y++)
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{
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for (x = 0; x < DIVISION_WIDTH; x++)
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{
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memcpy (p, corner_colors + dx + dy * SOURCE_DIVISIONS_X, 4);
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p += 4;
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}
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p += SOURCE_SIZE * 4 - DIVISION_WIDTH * 4;
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}
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}
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return cogl_texture_new_from_data (SOURCE_SIZE, SOURCE_SIZE,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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SOURCE_SIZE * 4,
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data);
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}
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static CoglHandle
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create_test_texture (void)
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{
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CoglHandle tex;
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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int x, y;
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/* Create a texture that is 256x256 where the red component ranges
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from 0->255 along the x axis and the green component ranges from
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0->255 along the y axis. The blue and alpha components are all
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255 */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 255;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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256 * 4,
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data);
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g_free (data);
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return tex;
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}
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static void
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draw_frame (TestState *state)
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{
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CoglHandle full_texture, sub_texture, sub_sub_texture;
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/* Create a sub texture of the bottom right quarter of the texture */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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DIVISION_WIDTH,
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DIVISION_HEIGHT,
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DIVISION_WIDTH,
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DIVISION_HEIGHT);
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/* Paint it */
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cogl_set_source_texture (sub_texture);
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cogl_rectangle (0.0f, 0.0f, DIVISION_WIDTH, DIVISION_HEIGHT);
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cogl_handle_unref (sub_texture);
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/* Repeat a sub texture of the top half of the full texture. This is
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documented to be undefined so it doesn't technically have to work
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but it will with the current implementation */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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0, 0,
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SOURCE_SIZE,
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DIVISION_HEIGHT);
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cogl_set_source_texture (sub_texture);
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cogl_rectangle_with_texture_coords (0.0f, SOURCE_SIZE,
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SOURCE_SIZE * 2.0f, SOURCE_SIZE * 1.5f,
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0.0f, 0.0f,
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2.0f, 1.0f);
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cogl_handle_unref (sub_texture);
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/* Create a sub texture of a sub texture */
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full_texture = create_test_texture ();
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sub_texture = cogl_texture_new_from_sub_texture (full_texture,
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20, 10, 30, 20);
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sub_sub_texture = cogl_texture_new_from_sub_texture (sub_texture,
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20, 10, 10, 10);
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cogl_set_source_texture (sub_sub_texture);
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cogl_rectangle (0.0f, SOURCE_SIZE * 2.0f,
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10.0f, SOURCE_SIZE * 2.0f + 10.0f);
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cogl_handle_unref (sub_sub_texture);
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cogl_handle_unref (sub_texture);
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cogl_handle_unref (full_texture);
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}
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static gboolean
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validate_part (TestState *state,
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int xpos, int ypos,
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int width, int height,
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const ClutterColor *color)
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{
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int x, y;
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gboolean pass = TRUE;
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guchar *pixels, *p;
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p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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xpos + TEST_INSET,
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ypos + TEST_INSET,
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width - TEST_INSET - 2,
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height - TEST_INSET - 2);
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/* Check whether the center of each division is the right color */
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for (y = 0; y < height - TEST_INSET - 2; y++)
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for (x = 0; x < width - TEST_INSET - 2; x++)
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{
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if (p[0] != color->red ||
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p[1] != color->green ||
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p[2] != color->blue)
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pass = FALSE;
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p += 4;
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}
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return pass;
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}
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static guint8 *
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create_update_data (void)
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{
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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int x, y;
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/* Create some image data that is 256x256 where the blue component
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ranges from 0->255 along the x axis and the alpha component
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ranges from 0->255 along the y axis. The red and green components
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are all zero */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = 0;
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*(p++) = 0;
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*(p++) = x;
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*(p++) = y;
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}
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return data;
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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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int i, division_num, x, y;
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CoglHandle sub_texture, test_tex;
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guchar *texture_data, *p;
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int tex_width, tex_height;
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/* Sub texture of the bottom right corner of the texture */
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g_assert (validate_part (state, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT,
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corner_colors +
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(SOURCE_DIVISIONS_Y - 1) * SOURCE_DIVISIONS_X +
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SOURCE_DIVISIONS_X - 1));
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/* Sub texture of the top half repeated horizontally */
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for (i = 0; i < 2; i++)
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for (division_num = 0; division_num < SOURCE_DIVISIONS_X; division_num++)
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g_assert (validate_part (state,
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i * SOURCE_SIZE + division_num * DIVISION_WIDTH,
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SOURCE_SIZE,
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DIVISION_WIDTH, DIVISION_HEIGHT,
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corner_colors + division_num));
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/* Sub sub texture */
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p = texture_data = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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0, SOURCE_SIZE * 2, 10, 10);
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for (y = 0; y < 10; y++)
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for (x = 0; x < 10; x++)
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{
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g_assert (*(p++) == x + 40);
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g_assert (*(p++) == y + 20);
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p += 2;
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}
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g_free (texture_data);
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/* Try reading back the texture data */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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SOURCE_SIZE / 4,
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SOURCE_SIZE / 4,
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SOURCE_SIZE / 2,
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SOURCE_SIZE / 2);
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tex_width = cogl_texture_get_width (sub_texture);
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tex_height = cogl_texture_get_height (sub_texture);
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p = texture_data = g_malloc (tex_width * tex_height * 4);
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cogl_texture_get_data (sub_texture, COGL_PIXEL_FORMAT_RGBA_8888,
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tex_width * 4,
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texture_data);
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for (y = 0; y < tex_height; y++)
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for (x = 0; x < tex_width; x++)
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{
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int div_x = ((x * SOURCE_SIZE / 2 / tex_width + SOURCE_SIZE / 4) /
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DIVISION_WIDTH);
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int div_y = ((y * SOURCE_SIZE / 2 / tex_height + SOURCE_SIZE / 4) /
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DIVISION_HEIGHT);
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const ClutterColor *color = (corner_colors + div_x +
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div_y * SOURCE_DIVISIONS_X);
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g_assert (p[0] == color->red);
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g_assert (p[1] == color->green);
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g_assert (p[2] == color->blue);
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p += 4;
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}
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g_free (texture_data);
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cogl_handle_unref (sub_texture);
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/* Create a 256x256 test texture */
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test_tex = create_test_texture ();
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/* Create a sub texture the views the center half of the texture */
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sub_texture = cogl_texture_new_from_sub_texture (test_tex,
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64, 64, 128, 128);
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/* Update the center half of the sub texture */
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texture_data = create_update_data ();
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cogl_texture_set_region (sub_texture, 0, 0, 32, 32, 64, 64, 256, 256,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, 256 * 4,
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texture_data);
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g_free (texture_data);
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cogl_handle_unref (sub_texture);
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/* Get the texture data */
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p = texture_data = g_malloc (256 * 256 * 4);
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cogl_texture_get_data (test_tex, COGL_PIXEL_FORMAT_RGBA_8888,
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256 * 4, texture_data);
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/* Verify the texture data */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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/* If we're in the center quarter */
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if (x >= 96 && x < 160 && y >= 96 && y < 160)
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{
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g_assert ((*p++) == 0);
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g_assert ((*p++) == 0);
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g_assert ((*p++) == x - 96);
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g_assert ((*p++) == y - 96);
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}
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else
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{
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g_assert ((*p++) == x);
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g_assert ((*p++) == y);
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g_assert ((*p++) == 255);
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g_assert ((*p++) == 255);
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}
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}
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g_free (texture_data);
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cogl_handle_unref (test_tex);
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/* Comment this out to see what the test paints */
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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 frame_num;
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draw_frame (state);
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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frame_num = state->frame++;
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if (frame_num == 1)
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validate_result (state);
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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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void
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test_cogl_sub_texture (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.frame = 0;
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state.stage = clutter_stage_get_default ();
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state.tex = create_source ();
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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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, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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cogl_handle_unref (state.tex);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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