mutter/tests/conform/test-wrap-modes.c
Robert Bragg b5a7657076 Starts porting Cogl conformance tests from Clutter
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.
2011-09-08 15:48:07 +01:00

318 lines
8.8 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
#define TEX_SIZE 4
static const ClutterColor stage_color = { 0x80, 0x80, 0x80, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
CoglHandle texture;
} TestState;
static CoglHandle
create_texture (CoglTextureFlags flags)
{
guint8 *data = g_malloc (TEX_SIZE * TEX_SIZE * 4), *p = data;
CoglHandle tex;
int x, y;
for (y = 0; y < TEX_SIZE; y++)
for (x = 0; x < TEX_SIZE; x++)
{
*(p++) = 0;
*(p++) = (x & 1) * 255;
*(p++) = (y & 1) * 255;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, flags,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
TEX_SIZE * 4,
data);
g_free (data);
return tex;
}
static CoglHandle
create_material (TestState *state,
CoglMaterialWrapMode wrap_mode_s,
CoglMaterialWrapMode wrap_mode_t)
{
CoglHandle material;
material = cogl_material_new ();
cogl_material_set_layer (material, 0, state->texture);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer_wrap_mode_s (material, 0, wrap_mode_s);
cogl_material_set_layer_wrap_mode_t (material, 0, wrap_mode_t);
return material;
}
static CoglMaterialWrapMode
test_wrap_modes[] =
{
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE
};
static void
draw_tests (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
/* Create a separate material for each pair of wrap modes so
that we can verify whether the batch splitting works */
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
/* Render the material at four times the size of the texture */
cogl_rectangle_with_texture_coords (i * TEX_SIZE, 0,
(i + 2) * TEX_SIZE, TEX_SIZE * 2,
0, 0, 2, 2);
}
}
static const CoglTextureVertex vertices[4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, TEX_SIZE * 2, 0.0f, 0.0f, 2.0f },
{ TEX_SIZE * 2, TEX_SIZE * 2, 0.0f, 2.0f, 2.0f },
{ TEX_SIZE * 2, 0.0f, 0.0f, 2.0f, 0.0f }
};
static void
draw_tests_polygon (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_polygon (vertices, G_N_ELEMENTS (vertices), FALSE);
cogl_pop_matrix ();
}
}
static void
draw_tests_vbo (TestState *state)
{
CoglHandle vbo;
int i;
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].tx);
cogl_vertex_buffer_submit (vbo);
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
cogl_pop_matrix ();
}
cogl_handle_unref (vbo);
}
static void
draw_frame (TestState *state)
{
/* Draw the tests first with a non atlased texture */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
draw_tests (state);
cogl_handle_unref (state->texture);
/* Draw the tests again with a possible atlased texture. This should
end up testing software repeats */
state->texture = create_texture (COGL_TEXTURE_NONE);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 2.0f, 0.0f);
draw_tests (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using cogl_polygon */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 4.0f, 0.0f);
draw_tests_polygon (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using a vertex buffer */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
draw_tests_vbo (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
}
static void
validate_set (TestState *state, int offset)
{
guint8 data[TEX_SIZE * 2 * TEX_SIZE * 2 * 4], *p;
int x, y, i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
cogl_read_pixels (i * TEX_SIZE, offset * TEX_SIZE * 2,
TEX_SIZE * 2, TEX_SIZE * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
p = data;
for (y = 0; y < TEX_SIZE * 2; y++)
for (x = 0; x < TEX_SIZE * 2; x++)
{
guint8 green, blue;
if (x < TEX_SIZE ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
green = (x & 1) * 255;
else
green = ((TEX_SIZE - 1) & 1) * 255;
if (y < TEX_SIZE ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
blue = (y & 1) * 255;
else
blue = ((TEX_SIZE - 1) & 1) * 255;
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, green);
g_assert_cmpint (p[2], ==, blue);
p += 4;
}
}
}
static void
validate_result (TestState *state)
{
validate_set (state, 0); /* non-atlased rectangle */
#if 0 /* this doesn't currently work */
validate_set (state, 1); /* atlased rectangle */
#endif
validate_set (state, 2); /* cogl_polygon */
validate_set (state, 3); /* vertex buffer */
/* 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;
}
void
test_cogl_wrap_modes (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.stage = clutter_stage_get_default ();
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");
}