bbcbece6c9
This patch reworks our conformance testing framework because it seems that glib's gtesting framework isn't really well suited to our use case. For example we weren't able to test windows builds given the way we were using it and also for each test we'd like to repeat the test with several different environments so we can test important driver and feature combinations. This patch instead switches away to a simplified but custom approach for running our unit tests. We hope that having a more bespoke setup will enable us to easily extend it to focus on the details important to us. Notable changes with this new approach are: We can now run 'make test' for our mingw windows builds. We've got rid of all the test-*report* make rules and we're just left with 'make test' 'make test' now runs each test several times with different driver and feature combinations checking the result for each run. 'make test' will then output a concise table of all of the results. The combinations tested are: - OpenGL Fixed Function - OpenGL ARBfp - OpenGL GLSL - OpenGL No NPOT texture support - OpenGLES 2.0 - OpenGLES 2.0 No NPOT texture support Reviewed-by: Neil Roberts <neil@linux.intel.com>
179 lines
5.5 KiB
C
179 lines
5.5 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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guint32 *pixels;
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guint8 *pixelsc;
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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/* All offscreen rendering is done upside down so the first thing we
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* verify is reading back grid of colors from a CoglOffscreen framebuffer
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*/
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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cogl_push_framebuffer (offscreen);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-1, 1, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 1, 1, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 0, 0, -1);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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/* Now verify reading back from an onscreen framebuffer...
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*/
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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/* Verify using BGR format */
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixelsc = g_malloc0 (FRAMEBUFFER_WIDTH * 3 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_BGR_888,
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(guchar *)pixelsc);
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g_assert_cmpint (pixelsc[0], ==, 0x00);
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g_assert_cmpint (pixelsc[1], ==, 0x00);
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g_assert_cmpint (pixelsc[2], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 0], ==, 0x00);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 1], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 2], ==, 0x00);
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g_free (pixelsc);
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cogl_handle_unref (tex);
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/* Restore the viewport and matrices state */
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cogl_set_viewport (saved_viewport[0],
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saved_viewport[1],
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saved_viewport[2],
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saved_viewport[3]);
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cogl_set_projection_matrix (&saved_projection);
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cogl_pop_matrix ();
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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 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_readpixels (TestUtilsGTestFixture *fixture,
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void *data)
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{
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unsigned int idle_source;
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ClutterActor *stage;
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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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/* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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