3881fd3259
This adds experimental 2.0 api replacements for the cogl_rectangle[_*] functions that don't depend on having a current pipeline set on the context via cogl_{set,push}_source() or having a current framebuffer set on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch away from having a statefull context that affects drawing to having framebuffer drawing apis that are explicitly passed a framebuffer and pipeline. To test this change several of the conformance tests were updated to use this api instead of cogl_rectangle and cogl_rectangle_with_texture_coords. Since it's quite laborious going through all of the conformance tests the opportunity was taken to make other clean ups in the conformance tests to replace other uses of 1.x api with experimental 2.0 api so long as that didn't affect what was being tested.
167 lines
4.8 KiB
C
167 lines
4.8 KiB
C
#include <clutter/clutter.h>
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#include <glib.h>
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#include <string.h>
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#include "test-conform-common.h"
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static void
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check_texture (int width, int height, CoglTextureFlags flags)
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{
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CoglHandle tex;
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guint8 *data, *p;
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int y, x;
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p = data = g_malloc (width * height * 4);
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 128;
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*(p++) = (x ^ y);
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}
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tex = cogl_texture_new_from_data (width, height,
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flags,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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width * 4,
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data);
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/* Replace the bottom right quarter of the data with negated data to
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test set_region */
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p = data + (height + 1) * width * 2;
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for (y = 0; y < height / 2; y++)
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{
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for (x = 0; x < width / 2; x++)
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{
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p[0] = ~p[0];
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p[1] = ~p[1];
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p[2] = ~p[2];
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p[3] = ~p[3];
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p += 4;
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}
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p += width * 2;
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}
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cogl_texture_set_region (tex,
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width / 2, /* src_x */
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height / 2, /* src_y */
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width / 2, /* dst_x */
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height / 2, /* dst_y */
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width / 2, /* dst_width */
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height / 2, /* dst_height */
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width,
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height,
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COGL_PIXEL_FORMAT_RGBA_8888,
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width * 4, /* rowstride */
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data);
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/* Check passing a NULL pointer and a zero rowstride. The texture
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should calculate the needed data size and return it */
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g_assert_cmpint (cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_ANY, 0, NULL),
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==,
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width * height * 4);
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/* Try first receiving the data as RGB. This should cause a
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* conversion */
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memset (data, 0, width * height * 4);
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cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_RGB_888,
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width * 3, data);
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p = data;
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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if (x >= width / 2 && y >= height / 2)
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{
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g_assert_cmpint (p[0], ==, ~x & 0xff);
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g_assert_cmpint (p[1], ==, ~y & 0xff);
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g_assert_cmpint (p[2], ==, ~128 & 0xff);
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}
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else
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{
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g_assert_cmpint (p[0], ==, x & 0xff);
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g_assert_cmpint (p[1], ==, y & 0xff);
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g_assert_cmpint (p[2], ==, 128);
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}
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p += 3;
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}
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/* Now try receiving the data as RGBA. This should not cause a
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* conversion and no unpremultiplication because we explicitly set
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* the internal format when we created the texture */
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memset (data, 0, width * height * 4);
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cogl_texture_get_data (tex, COGL_PIXEL_FORMAT_RGBA_8888,
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width * 4, data);
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p = data;
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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if (x >= width / 2 && y >= height / 2)
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{
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g_assert_cmpint (p[0], ==, ~x & 0xff);
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g_assert_cmpint (p[1], ==, ~y & 0xff);
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g_assert_cmpint (p[2], ==, ~128 & 0xff);
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g_assert_cmpint (p[3], ==, ~(x ^ y) & 0xff);
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}
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else
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{
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g_assert_cmpint (p[0], ==, x & 0xff);
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g_assert_cmpint (p[1], ==, y & 0xff);
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g_assert_cmpint (p[2], ==, 128);
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g_assert_cmpint (p[3], ==, (x ^ y) & 0xff);
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}
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p += 4;
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}
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cogl_handle_unref (tex);
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g_free (data);
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}
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static void
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paint_cb (void)
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{
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/* First try without atlasing */
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check_texture (256, 256, COGL_TEXTURE_NO_ATLAS);
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/* Try again with atlasing. This should end up testing the atlas
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backend and the sub texture backend */
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check_texture (256, 256, 0);
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/* Try with a really big texture in the hope that it will end up
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sliced. */
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check_texture (4, 5128, COGL_TEXTURE_NO_ATLAS);
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/* And in the other direction. */
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check_texture (5128, 4, COGL_TEXTURE_NO_ATLAS);
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clutter_main_quit ();
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}
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void
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test_texture_get_set_data (TestUtilsGTestFixture *fixture,
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void *data)
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{
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ClutterActor *stage;
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unsigned int paint_handler;
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/* We create a stage even though we don't usually need it so that if
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the draw-and-read texture fallback is needed then it will have
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something to draw to */
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stage = clutter_stage_get_default ();
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (paint_cb), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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