mutter/tests/conform/test-texture-mipmaps.c
Robert Bragg 937337993d tests: stop using cogl-auto-texture apis
The plan is to remove the cogl-auto-texture apis since they hide a bit
too much from developers but currently the conformance tests depend on
these apis in numerous places.

For the conformance tests it makes some sense to continue using high
level texture apis similar to the auto-texture apis since we may want
to make broad variations to how textures are allocated as part of the
testing running if that might help exercise more code paths.

This patch copies much of the auto-texture functionality into some
slightly more special purpose utilities in test-utils.c/h. Minor changes
include being constrained to the public Cogl api and they also don't
let you catch CoglErrors and just assume they should abort on error.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 911df79776ce6f695351c15e9872b4f1479d30bf)

Conflicts:
	tests/conform/test-atlas-migration.c
	tests/conform/test-backface-culling.c
	tests/conform/test-blend-strings.c
	tests/conform/test-color-mask.c
	tests/conform/test-just-vertex-shader.c
	tests/conform/test-npot-texture.c
	tests/conform/test-primitive.c
	tests/conform/test-snippets.c
	tests/conform/test-texture-get-set-data.c
	tests/conform/test-texture-mipmap-get-set.c
	tests/conform/test-texture-no-allocate.c
	tests/conform/test-wrap-modes.c
2013-07-29 17:56:07 +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 = test_utils_texture_new_from_data (TEX_SIZE, TEX_SIZE, TEST_UTILS_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;
uint8_t 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 CoglBool
queue_redraw (void *stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_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 (cogl_test_verbose ())
g_print ("OK\n");
}