c3354cb2c0
There is no more type-specific ref/unref pairs: it is all under CoglHandle now.
148 lines
4.1 KiB
C
148 lines
4.1 KiB
C
#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 = { 0x00, 0x00, 0x00, 0xff };
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#define TEX_SIZE 64
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typedef struct _TestState
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{
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guint frame;
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} TestState;
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/* Creates a texture where the pixels are evenly divided between
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selecting just one of the R,G and B components */
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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memset (p, 0, 3);
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/* Set one of the components to full. The components should be
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evenly represented so that each gets a third of the
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texture */
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p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
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p += 3;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 3,
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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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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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CoglHandle tex;
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CoglHandle material;
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guint8 pixels[8];
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame++ <= 2)
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{
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g_usleep (G_USEC_PER_SEC);
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return;
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}
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tex = make_texture ();
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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/* Render a 1x1 pixel quad without mipmaps */
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cogl_set_source (material);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (0, 0, 1, 1);
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/* Then with mipmaps */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (1, 0, 2, 1);
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cogl_handle_unref (material);
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/* Read back the two pixels we rendered */
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cogl_read_pixels (0, 0, 2, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixels);
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/* The first pixel should be just one of the colors from the
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texture. It doesn't matter which one */
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g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
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/* The second pixel should be more or less the average of all of the
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pixels in the texture. Each component gets a third of the image
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so each component should be approximately 255/3 */
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g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
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ABS (pixels[5] - 255 / 3) <= 3 &&
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ABS (pixels[6] - 255 / 3) <= 3);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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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_texture_mipmaps (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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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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if (g_test_verbose ())
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g_print ("OK\n");
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}
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