mutter/tests/conform/test-gles2-context.c
Robert Bragg df21e20f65 Adds CoglError api
Although we use GLib internally in Cogl we would rather not leak GLib
api through Cogl's own api, except through explicitly namespaced
cogl_glib_ / cogl_gtype_ feature apis.

One of the benefits we see to not leaking GLib through Cogl's public API
is that documentation for Cogl won't need to first introduce the Glib
API to newcomers, thus hopefully lowering the barrier to learning Cogl.

This patch provides a Cogl specific typedef for reporting runtime errors
which by no coincidence matches the typedef for GError exactly.  If Cogl
is built with --enable-glib (default) then developers can even safely
assume that a CoglError is a GError under the hood.

This patch also enforces a consistent policy for when NULL is passed as
an error argument and an error is thrown. In this case we log the error
and abort the application, instead of silently ignoring it. In common
cases where nothing has been implemented to handle a particular error
and/or where applications are just printing the error and aborting
themselves then this saves some typing. This also seems more consistent
with language based exceptions which usually cause a program to abort if
they are not explicitly caught (which passing a non-NULL error signifies
in this case)

Since this policy for NULL error pointers is stricter than the standard
GError convention, there is a clear note in the documentation to warn
developers that are used to using the GError api.

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

(cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46)

Note: Since we can't change the Cogl 1.x api the patch was changed to
not rename _error_quark() functions to be _error_domain() functions and
although it's a bit ugly, instead of providing our own CoglError type
that's compatible with GError we simply #define CoglError to GError
unless Cogl is built with glib disabled.

Note: this patch does technically introduce an API break since it drops
the cogl_error_get_type() symbol generated by glib-mkenum (Since the
CoglError enum was replaced by a CoglSystemError enum) but for now we
are assuming that this will not affect anyone currently using the Cogl
API. If this does turn out to be a problem in practice then we would be
able to fix this my manually copying an implementation of
cogl_error_get_type() generated by glib-mkenum into a compatibility
source file and we could also define the original COGL_ERROR_ enums for
compatibility too.

Note: another minor concern with cherry-picking this patch to the 1.14
branch is that an api scanner would be lead to believe that some APIs
have changed, and for example the gobject-introspection parser which
understands the semantics of GError will not understand the semantics of
CoglError. We expect most people that have tried to use
gobject-introspection with Cogl already understand though that it is not
well suited to generating bindings of the Cogl api anyway and we aren't
aware or anyone depending on such bindings for apis involving GErrors.
(GnomeShell only makes very-very minimal use of Cogl via the gjs
bindings for the cogl_rectangle and cogl_color apis.)

The main reason we have cherry-picked this patch to the 1.14 branch
even given the above concerns is that without it it would become very
awkward for us to cherry-pick other beneficial patches from master.
2013-01-22 17:47:39 +00:00

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#include <cogl/cogl.h>
#include <cogl/cogl-gles2.h>
#include <string.h>
#include "test-utils.h"
typedef struct _TestState
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
} TestState;
static void
test_push_pop_single_context (void)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
CoglError *error = NULL;
offscreen_texture = COGL_TEXTURE (
cogl_texture_2d_new_with_size (ctx,
cogl_framebuffer_get_width (fb),
cogl_framebuffer_get_height (fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
gles2_ctx = cogl_gles2_context_new (ctx, &error);
if (!gles2_ctx)
g_error ("Failed to create GLES2 context: %s\n", error->message);
gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
/* Clear onscreen to 0xffff00 using GLES2 */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 1, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffff00ff);
/* Clear offscreen to 0xff0000 using GLES2 and then copy the result
* onscreen.
*
* If we fail to bind the new context here then we'd probably end up
* clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
* instead.
*/
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1, 1, 1, -1);
/* NB: Cogl doesn't automatically support mid-scene modifications
* of textures and so we explicitly flush the drawn rectangle to the
* framebuffer now otherwise it may be batched until after the
* offscreen texture has been modified again. */
cogl_flush ();
/* Clear the offscreen framebuffer to blue using GLES2 before
* reading back from the onscreen framebuffer in case we mistakenly
* read from the offscreen framebuffer and get a false positive
*/
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (0, 0, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
/* Now copy the offscreen blue clear to the onscreen framebufer and
* check that too */
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0x0000ffff);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xff00ffff);
cogl_object_unref (gles2_ctx);
cogl_object_unref (pipeline);
}
static void
create_gles2_context (CoglTexture **offscreen_texture,
CoglOffscreen **offscreen,
CoglPipeline **pipeline,
CoglGLES2Context **gles2_ctx,
const CoglGLES2Vtable **gles2)
{
CoglError *error = NULL;
*offscreen_texture = COGL_TEXTURE (
cogl_texture_2d_new_with_size (ctx,
cogl_framebuffer_get_width (fb),
cogl_framebuffer_get_height (fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
*offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
*pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
*gles2_ctx = cogl_gles2_context_new (ctx, &error);
if (!*gles2_ctx)
g_error ("Failed to create GLES2 context: %s\n", error->message);
*gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
}
static void
test_push_pop_multi_context (void)
{
CoglTexture *offscreen_texture0;
CoglOffscreen *offscreen0;
CoglPipeline *pipeline0;
CoglGLES2Context *gles2_ctx0;
const CoglGLES2Vtable *gles20;
CoglTexture *offscreen_texture1;
CoglOffscreen *offscreen1;
CoglPipeline *pipeline1;
CoglGLES2Context *gles2_ctx1;
const CoglGLES2Vtable *gles21;
CoglError *error = NULL;
create_gles2_context (&offscreen_texture0,
&offscreen0,
&pipeline0,
&gles2_ctx0,
&gles20);
create_gles2_context (&offscreen_texture1,
&offscreen1,
&pipeline1,
&gles2_ctx1,
&gles21);
cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (ctx,
gles2_ctx0,
COGL_FRAMEBUFFER (offscreen0),
COGL_FRAMEBUFFER (offscreen0),
&error))
{
g_error ("Failed to push gles2 context 0: %s\n", error->message);
}
gles20->glClearColor (1, 0, 0, 1);
gles20->glClear (GL_COLOR_BUFFER_BIT);
if (!cogl_push_gles2_context (ctx,
gles2_ctx1,
COGL_FRAMEBUFFER (offscreen1),
COGL_FRAMEBUFFER (offscreen1),
&error))
{
g_error ("Failed to push gles2 context 1: %s\n", error->message);
}
gles21->glClearColor (0, 1, 0, 1);
gles21->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (ctx);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
cogl_framebuffer_draw_rectangle (fb,
pipeline0,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
cogl_framebuffer_draw_rectangle (fb,
pipeline1,
-1, 1, 1, -1);
test_utils_check_pixel (fb, 0, 0, 0x00ff00ff);
}
static GLuint
create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
int width,
int height)
{
GLuint texture_handle;
GLuint fbo_handle;
GLenum status;
gles2->glGenTextures (1, &texture_handle);
gles2->glGenFramebuffers (1, &fbo_handle);
gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
gles2->glBindTexture (GL_TEXTURE_2D, 0);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture_handle, 0);
status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (cogl_test_verbose ())
g_print ("status for gles2 framebuffer = 0x%x %s\n",
status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
return fbo_handle;
}
static void
test_gles2_read_pixels (void)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
CoglError *error = NULL;
GLubyte pixel[3];
GLuint fbo_handle;
create_gles2_context (&offscreen_texture,
&offscreen,
&pipeline,
&gles2_ctx,
&gles2);
cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glClearColor (1, 0, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0xff);
g_assert (pixel[1] == 0);
g_assert (pixel[2] == 0);
fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
gles2->glClearColor (0, 1, 0, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0);
gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
gles2->glClearColor (0, 1, 1, 1);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
/* Bind different read and write buffers */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
test_utils_check_pixel (fb, 0, 0, 0xffffffff);
/* Bind different read and write buffers (the other way around from
* before so when we test with COGL_TEST_ONSCREEN=1 we will read
* from an onscreen framebuffer) */
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
fb,
COGL_FRAMEBUFFER (offscreen),
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
g_assert (pixel[0] == 0xff);
g_assert (pixel[1] == 0xff);
g_assert (pixel[2] == 0xff);
cogl_pop_gles2_context (ctx);
}
void
test_gles2_context (void)
{
test_push_pop_single_context ();
test_push_pop_multi_context ();
test_gles2_read_pixels ();
if (cogl_test_verbose ())
g_print ("OK\n");
}
static GLuint
create_shader (const CoglGLES2Vtable *gles2,
GLenum type,
const char *source)
{
GLuint shader;
GLint status;
int length = strlen (source);
shader = gles2->glCreateShader (type);
gles2->glShaderSource (shader, 1, &source, &length);
gles2->glCompileShader (shader);
gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char buf[512];
gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf);
g_error ("Shader compilation failed:\n%s", buf);
}
return shader;
}
static GLuint
create_program (const CoglGLES2Vtable *gles2,
const char *vertex_shader_source,
const char *fragment_shader_source)
{
GLuint fragment_shader, vertex_shader, program;
GLint status;
vertex_shader =
create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source);
fragment_shader =
create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source);
program = gles2->glCreateProgram ();
gles2->glAttachShader (program, vertex_shader);
gles2->glAttachShader (program, fragment_shader);
gles2->glLinkProgram (program);
gles2->glGetProgramiv (program, GL_LINK_STATUS, &status);
if (!status)
{
char buf[512];
gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf);
g_error ("Program linking failed:\n%s", buf);
}
return program;
}
typedef struct
{
const CoglGLES2Vtable *gles2;
GLint color_location;
GLint pos_location;
int fb_width, fb_height;
} PaintData;
typedef void (* PaintMethod) (PaintData *data);
/* Top vertices are counter-clockwise */
static const float top_vertices[] =
{
-1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
/* Bottom vertices are clockwise */
static const float bottom_vertices[] =
{
1.0f, 0.0f,
1.0f, -1.0f,
-1.0f, 0.0f,
-1.0f, -1.0f
};
static void
paint_quads (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
gles2->glEnableVertexAttribArray (data->pos_location);
/* Paint the top half in red */
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
top_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Paint the bottom half in blue */
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
bottom_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
}
static void
paint_viewport (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
int viewport[4];
/* Vertices to fill the entire framebuffer */
static const float vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
gles2->glEnableVertexAttribArray (data->pos_location);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
vertices);
/* Paint the top half in red */
gles2->glViewport (0, data->fb_height / 2,
data->fb_width, data->fb_height / 2);
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Paint the bottom half in blue */
gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2);
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
gles2->glGetIntegerv (GL_VIEWPORT, viewport);
g_assert_cmpint (viewport[0], ==, 0.0f);
g_assert_cmpint (viewport[1], ==, 0.0f);
g_assert_cmpint (viewport[2], ==, data->fb_width);
g_assert_cmpint (viewport[3], ==, data->fb_height / 2);
}
static void
paint_scissor (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
float scissor[4];
gles2->glEnable (GL_SCISSOR_TEST);
/* Paint the top half in red */
gles2->glScissor (0, data->fb_height / 2,
data->fb_width, data->fb_height / 2);
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Paint the bottom half in blue */
gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2);
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glGetFloatv (GL_SCISSOR_BOX, scissor);
g_assert_cmpfloat (scissor[0], ==, 0.0f);
g_assert_cmpfloat (scissor[1], ==, 0.0f);
g_assert_cmpfloat (scissor[2], ==, data->fb_width);
g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2);
}
static void
paint_cull (PaintData *data)
{
const CoglGLES2Vtable *gles2 = data->gles2;
GLint front_face;
int i;
gles2->glEnableVertexAttribArray (data->pos_location);
gles2->glEnable (GL_CULL_FACE);
/* First time round we'll use GL_CCW as the front face so that the
* bottom quad will be culled */
gles2->glFrontFace (GL_CCW);
gles2->glUniform4f (data->color_location,
1.0f, 0.0f, 0.0f, 1.0f);
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
g_assert_cmpint (front_face, ==, GL_CCW);
for (i = 0; i < 2; i++)
{
/* Paint both quads in the same color. One of these will be
* culled */
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
top_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
gles2->glVertexAttribPointer (data->pos_location,
2, /* size */
GL_FLOAT,
GL_FALSE, /* not normalized */
sizeof (float) * 2,
bottom_vertices);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Second time round we'll use GL_CW as the front face so that the
* top quad will be culled */
gles2->glFrontFace (GL_CW);
gles2->glUniform4f (data->color_location,
0.0f, 0.0f, 1.0f, 1.0f);
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
g_assert_cmpint (front_face, ==, GL_CW);
}
}
static void
verify_read_pixels (const PaintData *data)
{
int stride = data->fb_width * 4;
uint8_t *buf = g_malloc (data->fb_height * stride);
data->gles2->glReadPixels (0, 0, /* x/y */
data->fb_width, data->fb_height,
GL_RGBA,
GL_UNSIGNED_BYTE,
buf);
/* In GL, the lines earlier in the buffer are the bottom */
/* Bottom should be blue */
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
data->fb_height / 4 * stride,
0x0000ffff);
/* Top should be red */
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
data->fb_height * 3 / 4 * stride,
0xff0000ff);
g_free (buf);
}
void
test_gles2_context_fbo (void)
{
static const char vertex_shader_source[] =
"attribute vec2 pos;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
"}\n";
static const char fragment_shader_source[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
static const PaintMethod paint_methods[] =
{
paint_quads,
paint_viewport,
paint_scissor,
paint_cull
};
int i;
PaintData data;
data.fb_width = cogl_framebuffer_get_width (fb);
data.fb_height = cogl_framebuffer_get_height (fb);
for (i = 0; i < G_N_ELEMENTS (paint_methods); i++)
{
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
GLuint program;
CoglError *error = NULL;
create_gles2_context (&offscreen_texture,
&offscreen,
&pipeline,
&gles2_ctx,
&data.gles2);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
g_error ("Failed to push gles2 context: %s\n", error->message);
program = create_program (data.gles2,
vertex_shader_source,
fragment_shader_source);
data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
data.gles2->glClear (GL_COLOR_BUFFER_BIT);
data.gles2->glUseProgram (program);
data.color_location = data.gles2->glGetUniformLocation (program, "color");
if (data.color_location == -1)
g_error ("Couldn't find color uniform");
data.pos_location = data.gles2->glGetAttribLocation (program, "pos");
if (data.pos_location == -1)
g_error ("Couldn't find pos attribute");
paint_methods[i] (&data);
verify_read_pixels (&data);
cogl_pop_gles2_context (ctx);
cogl_object_unref (offscreen);
cogl_object_unref (gles2_ctx);
cogl_framebuffer_draw_rectangle (fb,
pipeline,
-1.0f, 1.0f,
1.0f, -1.0f);
cogl_object_unref (pipeline);
cogl_object_unref (offscreen_texture);
/* Top half of the framebuffer should be red */
test_utils_check_pixel (fb,
data.fb_width / 2, data.fb_height / 4,
0xff0000ff);
/* Bottom half should be blue */
test_utils_check_pixel (fb,
data.fb_width / 2, data.fb_height * 3 / 4,
0x0000ffff);
}
}
/* Position to draw a rectangle in. The top half of this rectangle
* will be red, and the bottom will be blue */
#define RECTANGLE_DRAW_X 10
#define RECTANGLE_DRAW_Y 15
/* Position to copy the rectangle to in the destination texture */
#define RECTANGLE_COPY_X 110
#define RECTANGLE_COPY_Y 115
#define RECTANGLE_WIDTH 30
#define RECTANGLE_HEIGHT 40
static void
verify_region (const CoglGLES2Vtable *gles2,
int x,
int y,
int width,
int height,
uint32_t expected_pixel)
{
uint8_t *buf, *p;
buf = g_malloc (width * height * 4);
gles2->glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
for (p = buf + width * height * 4; p > buf; p -= 4)
test_utils_compare_pixel (p - 4, expected_pixel);
g_free (buf);
}
void
test_gles2_context_copy_tex_image (void)
{
static const char vertex_shader_source[] =
"attribute vec2 pos;\n"
"attribute vec2 tex_coord_attrib;\n"
"varying vec2 tex_coord_varying;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
" tex_coord_varying = tex_coord_attrib;\n"
"}\n";
static const char fragment_shader_source[] =
"precision mediump float;\n"
"varying vec2 tex_coord_varying;\n"
"uniform sampler2D tex;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" gl_FragColor = texture2D (tex, tex_coord_varying);\n"
"}\n";
static const float verts[] =
{
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
int fb_width = cogl_framebuffer_get_width (fb);
int fb_height = cogl_framebuffer_get_height (fb);
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2;
CoglError *error = NULL;
GLuint tex;
GLint tex_uniform_location;
GLint pos_location;
GLint tex_coord_location;
GLuint program;
create_gles2_context (&offscreen_texture,
&offscreen,
&pipeline,
&gles2_ctx,
&gles2);
if (!cogl_push_gles2_context (ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER (offscreen),
&error))
g_error ("Failed to push gles2 context: %s\n", error->message);
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Draw a rectangle using clear and the scissor so that we don't
* have to create a shader */
gles2->glEnable (GL_SCISSOR_TEST);
/* Top half red */
gles2->glScissor (RECTANGLE_DRAW_X,
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2);
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Bottom half blue */
gles2->glScissor (RECTANGLE_DRAW_X,
RECTANGLE_DRAW_Y,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2);
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Draw where the rectangle would be if the coordinates were flipped
* in white to make it obvious that that is the problem if the
* assertion fails */
gles2->glScissor (RECTANGLE_DRAW_X,
fb_width - (RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT),
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT);
gles2->glClearColor (1.0, 1.0, 1.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
gles2->glDisable (GL_SCISSOR_TEST);
/* Create a texture */
gles2->glGenTextures (1, &tex);
gles2->glBindTexture (GL_TEXTURE_2D, tex);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/* Copy the entire framebuffer into the texture */
gles2->glCopyTexImage2D (GL_TEXTURE_2D,
0, /* level */
GL_RGBA,
0, 0, /* x/y */
fb_width, fb_height,
0 /* border */);
/* Copy the rectangle into another part of the texture */
gles2->glCopyTexSubImage2D (GL_TEXTURE_2D,
0, /* level */
RECTANGLE_COPY_X,
RECTANGLE_COPY_Y,
RECTANGLE_DRAW_X,
RECTANGLE_DRAW_Y,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT);
/* Clear the framebuffer to make the test more thorough */
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
gles2->glClear (GL_COLOR_BUFFER_BIT);
/* Create a program to render the texture */
program = create_program (gles2,
vertex_shader_source,
fragment_shader_source);
pos_location =
gles2->glGetAttribLocation (program, "pos");
if (pos_location == -1)
g_error ("Couldn't find pos attribute");
tex_coord_location =
gles2->glGetAttribLocation (program, "tex_coord_attrib");
if (tex_coord_location == -1)
g_error ("Couldn't find tex_coord_attrib attribute");
tex_uniform_location =
gles2->glGetUniformLocation (program, "tex");
if (tex_uniform_location == -1)
g_error ("Couldn't find tex uniform");
gles2->glUseProgram (program);
gles2->glUniform1i (tex_uniform_location, 0);
/* Render the texture to fill the framebuffer */
gles2->glEnableVertexAttribArray (pos_location);
gles2->glVertexAttribPointer (pos_location,
2, /* n_components */
GL_FLOAT,
FALSE, /* normalized */
sizeof (float) * 4,
verts);
gles2->glEnableVertexAttribArray (tex_coord_location);
gles2->glVertexAttribPointer (tex_coord_location,
2, /* n_components */
GL_FLOAT,
FALSE, /* normalized */
sizeof (float) * 4,
verts + 2);
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Verify top of drawn rectangle is red */
verify_region (gles2,
RECTANGLE_DRAW_X,
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2,
0xff0000ff);
/* Verify bottom of drawn rectangle is blue */
verify_region (gles2,
RECTANGLE_DRAW_X,
RECTANGLE_DRAW_Y,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2,
0x0000ffff);
/* Verify top of copied rectangle is red */
verify_region (gles2,
RECTANGLE_COPY_X,
RECTANGLE_COPY_Y + RECTANGLE_HEIGHT / 2,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2,
0xff0000ff);
/* Verify bottom of copied rectangle is blue */
verify_region (gles2,
RECTANGLE_COPY_X,
RECTANGLE_COPY_Y,
RECTANGLE_WIDTH,
RECTANGLE_HEIGHT / 2,
0x0000ffff);
cogl_pop_gles2_context (ctx);
cogl_object_unref (offscreen);
cogl_object_unref (gles2_ctx);
cogl_object_unref (pipeline);
cogl_object_unref (offscreen_texture);
}