b5a7657076
This makes a start on porting the Cogl conformance tests that currently still live in the Clutter repository to be standalone Cogl tests that no longer require a ClutterStage. The main thing is that this commit brings in is the basic testing infrastructure we need, so now we can port more and more tests incrementally. Since the test suite wants a way to synchronize X requests/replies and we can't simply call XSynchronize in the test-utils code before we know if we are really running on X this adds a check for an environment variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set it forces XSynchronize (dpy, TRUE) to be called. By default the conformance tests are run off screen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run on screen every once in a while, especially if changes are being made to CoglFramebuffer related code. On screen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
318 lines
8.8 KiB
C
318 lines
8.8 KiB
C
#include <clutter/clutter.h>
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#include <string.h>
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#include "test-conform-common.h"
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#define TEX_SIZE 4
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static const ClutterColor stage_color = { 0x80, 0x80, 0x80, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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CoglHandle texture;
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} TestState;
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static CoglHandle
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create_texture (CoglTextureFlags flags)
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{
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guint8 *data = g_malloc (TEX_SIZE * TEX_SIZE * 4), *p = data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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*(p++) = 0;
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*(p++) = (x & 1) * 255;
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*(p++) = (y & 1) * 255;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, flags,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 4,
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data);
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g_free (data);
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return tex;
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}
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static CoglHandle
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create_material (TestState *state,
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CoglMaterialWrapMode wrap_mode_s,
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CoglMaterialWrapMode wrap_mode_t)
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{
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CoglHandle material;
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, state->texture);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer_wrap_mode_s (material, 0, wrap_mode_s);
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cogl_material_set_layer_wrap_mode_t (material, 0, wrap_mode_t);
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return material;
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}
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static CoglMaterialWrapMode
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test_wrap_modes[] =
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{
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE
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};
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static void
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draw_tests (TestState *state)
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{
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int i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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/* Create a separate material for each pair of wrap modes so
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that we can verify whether the batch splitting works */
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* Render the material at four times the size of the texture */
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cogl_rectangle_with_texture_coords (i * TEX_SIZE, 0,
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(i + 2) * TEX_SIZE, TEX_SIZE * 2,
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0, 0, 2, 2);
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}
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}
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static const CoglTextureVertex vertices[4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, TEX_SIZE * 2, 0.0f, 0.0f, 2.0f },
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{ TEX_SIZE * 2, TEX_SIZE * 2, 0.0f, 2.0f, 2.0f },
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{ TEX_SIZE * 2, 0.0f, 0.0f, 2.0f, 0.0f }
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};
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static void
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draw_tests_polygon (TestState *state)
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{
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int i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_push_matrix ();
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cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
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/* Render the material at four times the size of the texture */
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cogl_polygon (vertices, G_N_ELEMENTS (vertices), FALSE);
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cogl_pop_matrix ();
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}
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}
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static void
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draw_tests_vbo (TestState *state)
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{
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CoglHandle vbo;
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int i;
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (vertices[0]),
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&vertices[0].x);
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cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (vertices[0]),
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&vertices[0].tx);
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cogl_vertex_buffer_submit (vbo);
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_push_matrix ();
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cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
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/* Render the material at four times the size of the texture */
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cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
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cogl_pop_matrix ();
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}
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cogl_handle_unref (vbo);
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}
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static void
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draw_frame (TestState *state)
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{
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/* Draw the tests first with a non atlased texture */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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draw_tests (state);
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cogl_handle_unref (state->texture);
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/* Draw the tests again with a possible atlased texture. This should
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end up testing software repeats */
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state->texture = create_texture (COGL_TEXTURE_NONE);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 2.0f, 0.0f);
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draw_tests (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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/* Draw the tests using cogl_polygon */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 4.0f, 0.0f);
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draw_tests_polygon (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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/* Draw the tests using a vertex buffer */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
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draw_tests_vbo (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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}
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static void
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validate_set (TestState *state, int offset)
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{
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guint8 data[TEX_SIZE * 2 * TEX_SIZE * 2 * 4], *p;
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int x, y, i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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cogl_read_pixels (i * TEX_SIZE, offset * TEX_SIZE * 2,
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TEX_SIZE * 2, TEX_SIZE * 2,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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data);
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p = data;
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for (y = 0; y < TEX_SIZE * 2; y++)
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for (x = 0; x < TEX_SIZE * 2; x++)
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{
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guint8 green, blue;
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if (x < TEX_SIZE ||
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wrap_mode_s == COGL_MATERIAL_WRAP_MODE_REPEAT ||
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wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
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green = (x & 1) * 255;
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else
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green = ((TEX_SIZE - 1) & 1) * 255;
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if (y < TEX_SIZE ||
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wrap_mode_t == COGL_MATERIAL_WRAP_MODE_REPEAT ||
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wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
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blue = (y & 1) * 255;
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else
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blue = ((TEX_SIZE - 1) & 1) * 255;
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g_assert_cmpint (p[0], ==, 0);
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g_assert_cmpint (p[1], ==, green);
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g_assert_cmpint (p[2], ==, blue);
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p += 4;
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}
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}
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}
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static void
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validate_result (TestState *state)
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{
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validate_set (state, 0); /* non-atlased rectangle */
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#if 0 /* this doesn't currently work */
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validate_set (state, 1); /* atlased rectangle */
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#endif
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validate_set (state, 2); /* cogl_polygon */
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validate_set (state, 3); /* vertex buffer */
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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draw_frame (state);
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validate_result (state);
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_wrap_modes (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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