mutter/tests/conform/test-offscreen.c
Neil Roberts bd6810de10 tests: Port test-offscreen
This ports the test-offscreen test from being a Clutter test to a
straight Cogl test.

https://bugzilla.gnome.org/show_bug.cgi?id=668913

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-01-31 12:01:20 +00:00

127 lines
3.5 KiB
C

#include <cogl/cogl.h>
#include "test-utils.h"
#define RED 0
#define GREEN 1
#define BLUE 2
typedef struct _TestState
{
CoglContext *context;
int fb_width;
int fb_height;
} TestState;
static void
check_quadrant (TestState *state,
int qx,
int qy,
guint32 expected_rgba)
{
/* The quadrants are all stuffed into the top right corner of the
framebuffer */
int x = state->fb_width * qx / 4 + state->fb_width / 2;
int y = state->fb_height * qy / 4;
int width = state->fb_width / 4;
int height = state->fb_height / 4;
/* Subtract a two-pixel gap around the edges to allow some rounding
differences */
x += 2;
y += 2;
width -= 4;
height -= 4;
test_utils_check_region (x, y, width, height, expected_rgba);
}
static void
paint (TestState *state)
{
CoglTexture2D *tex_2d;
CoglTexture *tex;
CoglHandle offscreen;
tex_2d = cogl_texture_2d_new_with_size (state->context,
state->fb_width,
state->fb_height,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
NULL);
tex = COGL_TEXTURE (tex_2d);
offscreen = cogl_offscreen_new_to_texture (tex);
/* Set a scale and translate transform on the window framebuffer
* before switching to the offscreen framebuffer so we can verify it
* gets restored when we switch back
*
* The test is going to draw a grid of 4 colors to a texture which
* we subsequently draw to the window with a fullscreen rectangle.
* This transform will flip the texture left to right, scale it to a
* quarter of the window size and slide it to the top right of the
* window.
*/
cogl_translate (0.5, 0.5, 0);
cogl_scale (-0.5, 0.5, 1);
cogl_push_framebuffer (offscreen);
/* Cogl should release the last reference when we call cogl_pop_framebuffer()
*/
cogl_handle_unref (offscreen);
/* Setup something other than the identity matrix for the modelview so we can
* verify it gets restored when we call cogl_pop_framebuffer () */
cogl_scale (2, 2, 1);
/* red, top left */
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (-0.5, 0.5, 0, 0);
/* green, top right */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (0, 0.5, 0.5, 0);
/* blue, bottom left */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-0.5, 0, 0, -0.5);
/* white, bottom right */
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (0, 0, 0.5, -0.5);
cogl_pop_framebuffer ();
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
cogl_object_unref (tex_2d);
/* NB: The texture is drawn flipped horizontally and scaled to fit in the
* top right corner of the window. */
/* red, top right */
check_quadrant (state, 1, 0, 0xff0000ff);
/* green, top left */
check_quadrant (state, 0, 0, 0x00ff00ff);
/* blue, bottom right */
check_quadrant (state, 1, 1, 0x0000ffff);
/* white, bottom left */
check_quadrant (state, 0, 1, 0xffffffff);
}
void
test_cogl_offscreen (TestUtilsGTestFixture *fixture,
void *data)
{
TestUtilsSharedState *shared_state = data;
TestState state;
state.context = shared_state->ctx;
state.fb_width = cogl_framebuffer_get_width (shared_state->fb);
state.fb_height = cogl_framebuffer_get_height (shared_state->fb);
paint (&state);
if (g_test_verbose ())
g_print ("OK\n");
}