mutter/tests/conform/test-texture-mipmaps.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

137 lines
3.9 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
#define TEX_SIZE 64
typedef struct _TestState
{
unsigned int padding;
} TestState;
/* Creates a texture where the pixels are evenly divided between
selecting just one of the R,G and B components */
static CoglHandle
make_texture (void)
{
guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
CoglHandle tex;
int x, y;
for (y = 0; y < TEX_SIZE; y++)
for (x = 0; x < TEX_SIZE; x++)
{
memset (p, 0, 3);
/* Set one of the components to full. The components should be
evenly represented so that each gets a third of the
texture */
p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
p += 3;
}
tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
TEX_SIZE * 3,
tex_data);
g_free (tex_data);
return tex;
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglHandle tex;
CoglHandle material;
guint8 pixels[8];
tex = make_texture ();
material = cogl_material_new ();
cogl_material_set_layer (material, 0, tex);
cogl_handle_unref (tex);
/* Render a 1x1 pixel quad without mipmaps */
cogl_set_source (material);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_rectangle (0, 0, 1, 1);
/* Then with mipmaps */
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_rectangle (1, 0, 2, 1);
cogl_handle_unref (material);
/* Read back the two pixels we rendered */
cogl_read_pixels (0, 0, 2, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
/* The first pixel should be just one of the colors from the
texture. It doesn't matter which one */
g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
/* The second pixel should be more or less the average of all of the
pixels in the texture. Each component gets a third of the image
so each component should be approximately 255/3 */
g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
ABS (pixels[5] - 255 / 3) <= 3 &&
ABS (pixels[6] - 255 / 3) <= 3);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
clutter_main_quit ();
#endif
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_texture_mipmaps (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
unsigned int idle_source;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
group = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
clutter_actor_show_all (stage);
clutter_main ();
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
}