mutter/tests/conform/test-cogl-texture-rectangle.c
Neil Roberts cbe1e8321b tests: Dynamically resolve GL symbols
Some of the tests are making direct GL calls. Eventually we want
Clutter not to link directly against any GL library so that it can
leave Cogl to load it dynamically. As a step towards getting this to
work this patch changes the tests to resolve the symbols using
cogl_get_proc_address instead of linking directly.
2011-07-19 16:06:06 +01:00

283 lines
8.0 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static TestConformGLFunctions gl_functions;
typedef struct _TestState
{
ClutterActor *stage;
} TestState;
static CoglHandle
create_source_rect (void)
{
#ifdef GL_TEXTURE_RECTANGLE_ARB
int x, y;
GLint prev_unpack_row_length;
GLint prev_unpack_alignment;
GLint prev_unpack_skip_rows;
GLint prev_unpack_skip_pixles;
GLint prev_rectangle_binding;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
GLuint gl_tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 0;
*(p++) = 255;
}
/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
* texture so we need to save the state that we modify so we can
* restore it afterwards and be sure not to interfere with any state
* caching that Cogl may do internally.
*/
gl_functions.glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
gl_functions.glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
gl_functions.glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
gl_functions.glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
gl_functions.glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB,
&prev_rectangle_binding);
gl_functions.glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
gl_functions.glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
gl_functions.glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
gl_functions.glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
gl_functions.glGenTextures (1, &gl_tex);
gl_functions.glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
gl_functions.glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, 256, 256, 0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
/* Now restore the original GL state as Cogl had left it */
gl_functions.glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
gl_functions.glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
gl_functions.glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
gl_functions.glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
gl_functions.glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
g_assert (gl_functions.glGetError () == GL_NO_ERROR);
g_free (data);
tex = cogl_texture_new_from_foreign (gl_tex,
GL_TEXTURE_RECTANGLE_ARB,
256, 256, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
return tex;
#else /* GL_TEXTURE_RECTANGLE_ARB */
return COGL_INVALID_HANDLE;
#endif /* GL_TEXTURE_RECTANGLE_ARB */
}
static CoglHandle
create_source_2d (void)
{
int x, y;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = x;
*(p++) = y;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static void
draw_frame (TestState *state)
{
GLuint gl_tex;
CoglHandle tex_rect = create_source_rect ();
CoglHandle material_rect = cogl_material_new ();
CoglHandle tex_2d = create_source_2d ();
CoglHandle material_2d = cogl_material_new ();
g_assert (tex_rect != COGL_INVALID_HANDLE);
cogl_material_set_layer (material_rect, 0, tex_rect);
cogl_material_set_layer_filters (material_rect, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material_2d, 0, tex_2d);
cogl_material_set_layer_filters (material_2d, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material_rect);
/* Render the texture repeated horizontally twice */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render the top half of the texture to test without repeating */
cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
cogl_set_source (material_2d);
/* Render the top half of a regular 2D texture */
cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
/* Flush the rendering now so we can safely delete the texture */
cogl_flush ();
cogl_handle_unref (material_rect);
/* Cogl doesn't destroy foreign textures so we have to do it manually */
cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
gl_functions.glDeleteTextures (1, &gl_tex);
cogl_handle_unref (tex_rect);
}
static void
validate_result (TestState *state)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (512 * 384 * 4);
cogl_read_pixels (0, 0, 512, 384,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
for (y = 0; y < 384; y++)
for (x = 0; x < 512; x++)
{
if (x >= 256 && y >= 256)
{
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, x & 0xff);
g_assert_cmpint (p[2], ==, y & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 0);
}
p += 4;
}
g_free (data);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
draw_frame (state);
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static gboolean
check_rectangle_extension (void)
{
static const char rect_extension[] = "GL_ARB_texture_rectangle";
const char *extensions =
(const char *) gl_functions.glGetString (GL_EXTENSIONS);
const char *extensions_end;
extensions_end = extensions + strlen (extensions);
while (extensions < extensions_end)
{
const char *end = strchr (extensions, ' ');
if (end == NULL)
end = extensions_end;
if (end - extensions == sizeof (rect_extension) - 1 &&
!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
return TRUE;
extensions = end + 1;
}
return FALSE;
}
void
test_cogl_texture_rectangle (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler;
state.stage = clutter_stage_get_default ();
test_conform_get_gl_functions (&gl_functions);
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (check_rectangle_extension ())
{
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
if (g_test_verbose ())
g_print ("OK\n");
}
else if (g_test_verbose ())
g_print ("Skipping\n");
}