mutter/tests/conform/test-gles2-context.c
Robert Bragg fa62fe2a4f tests: update inline with master
This renames the global ctx and fb variables to test_ctx and test_fb
respectively in line with the names use on the master branch. This is to
make it easier to cherry pick patches from master.
2013-01-22 17:48:06 +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 (test_ctx,
cogl_framebuffer_get_width (test_fb),
cogl_framebuffer_get_height (test_fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
pipeline = cogl_pipeline_new (test_ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
gles2_ctx = cogl_gles2_context_new (test_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 (test_ctx,
gles2_ctx,
test_fb,
test_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 (test_ctx);
test_utils_check_pixel (test_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 (test_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 (test_ctx);
cogl_framebuffer_draw_rectangle (test_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 (test_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 (test_ctx);
test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
/* Now copy the offscreen blue clear to the onscreen framebufer and
* check that too */
cogl_framebuffer_draw_rectangle (test_fb,
pipeline,
-1, 1, 1, -1);
test_utils_check_pixel (test_fb, 0, 0, 0x0000ffff);
if (!cogl_push_gles2_context (test_ctx,
gles2_ctx,
test_fb,
test_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 (test_ctx);
test_utils_check_pixel (test_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 (test_ctx,
cogl_framebuffer_get_width (test_fb),
cogl_framebuffer_get_height (test_fb),
COGL_PIXEL_FORMAT_ANY,
NULL));
*offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
*pipeline = cogl_pipeline_new (test_ctx);
cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
*gles2_ctx = cogl_gles2_context_new (test_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 (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (test_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 (test_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 (test_ctx);
cogl_pop_gles2_context (test_ctx);
test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
cogl_framebuffer_draw_rectangle (test_fb,
pipeline0,
-1, 1, 1, -1);
test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
cogl_framebuffer_draw_rectangle (test_fb,
pipeline1,
-1, 1, 1, -1);
test_utils_check_pixel (test_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 (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
if (!cogl_push_gles2_context (test_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 (test_ctx);
test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
/* Bind different read and write buffers */
if (!cogl_push_gles2_context (test_ctx,
gles2_ctx,
COGL_FRAMEBUFFER (offscreen),
test_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 (test_ctx);
test_utils_check_pixel (test_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 (test_ctx,
gles2_ctx,
test_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 (test_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 (test_fb);
data.fb_height = cogl_framebuffer_get_height (test_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 (test_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 (test_ctx);
cogl_object_unref (offscreen);
cogl_object_unref (gles2_ctx);
cogl_framebuffer_draw_rectangle (test_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 (test_fb,
data.fb_width / 2, data.fb_height / 4,
0xff0000ff);
/* Bottom half should be blue */
test_utils_check_pixel (test_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 (test_fb);
int fb_height = cogl_framebuffer_get_height (test_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 (test_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 (test_ctx);
cogl_object_unref (offscreen);
cogl_object_unref (gles2_ctx);
cogl_object_unref (pipeline);
cogl_object_unref (offscreen_texture);
}