mutter/tests/conform/test-blend-strings.c

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
#define QUAD_WIDTH 20
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24);
#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16);
#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8);
#define MASK_ALPHA(COLOR) (COLOR & 0xff);
#define BLEND_CONSTANT_UNUSED 0xDEADBEEF
#define TEX_CONSTANT_UNUSED 0xDEADBEEF
typedef struct _TestState
{
guint frame;
ClutterGeometry stage_geom;
} TestState;
static void
check_pixel (GLubyte *pixel, guint32 color)
{
guint8 r = MASK_RED (color);
guint8 g = MASK_GREEN (color);
guint8 b = MASK_BLUE (color);
guint8 a = MASK_ALPHA (color);
if (g_test_verbose ())
g_print (" expected = %x, %x, %x, %x\n",
r, g, b, a);
/* FIXME - allow for hardware in-precision */
g_assert (pixel[RED] == r);
g_assert (pixel[GREEN] == g);
g_assert (pixel[BLUE] == b);
/* FIXME
* We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
/* g_assert (pixel[ALPHA] == a); */
}
static void
test_blend (TestState *state,
int x,
int y,
guint32 src_color,
guint32 dst_color,
const char *blend_string,
guint32 blend_constant,
guint32 expected_result)
{
/* src color */
guint8 Sr = MASK_RED (src_color);
guint8 Sg = MASK_GREEN (src_color);
guint8 Sb = MASK_BLUE (src_color);
guint8 Sa = MASK_ALPHA (src_color);
/* dest color */
guint8 Dr = MASK_RED (dst_color);
guint8 Dg = MASK_GREEN (dst_color);
guint8 Db = MASK_BLUE (dst_color);
guint8 Da = MASK_ALPHA (dst_color);
/* blend constant - when applicable */
guint8 Br = MASK_RED (blend_constant);
guint8 Bg = MASK_GREEN (blend_constant);
guint8 Bb = MASK_BLUE (blend_constant);
guint8 Ba = MASK_ALPHA (blend_constant);
CoglColor blend_const_color;
CoglHandle material;
gboolean status;
GError *error = NULL;
GLubyte pixel[4];
GLint y_off;
GLint x_off;
/* First write out the destination color without any blending... */
material = cogl_material_new ();
cogl_material_set_color4ub (material, Dr, Dg, Db, Da);
cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
cogl_set_source (material);
cogl_rectangle (x * QUAD_WIDTH,
y * QUAD_WIDTH,
x * QUAD_WIDTH + QUAD_WIDTH,
y * QUAD_WIDTH + QUAD_WIDTH);
cogl_material_unref (material);
/*
* Now blend a rectangle over our well defined destination:
*/
material = cogl_material_new ();
cogl_material_set_color4ub (material, Sr, Sg, Sb, Sa);
status = cogl_material_set_blend (material, blend_string, &error);
if (!status)
{
/* It's not strictly a test failure; you need a more capable GPU or
* driver to test this blend string. */
g_debug ("Failed to test blend string %s: %s",
blend_string, error->message);
}
cogl_color_set_from_4ub (&blend_const_color, Br, Bg, Bb, Ba);
cogl_material_set_blend_constant (material, &blend_const_color);
cogl_set_source (material);
cogl_rectangle (x * QUAD_WIDTH,
y * QUAD_WIDTH,
x * QUAD_WIDTH + QUAD_WIDTH,
y * QUAD_WIDTH + QUAD_WIDTH);
cogl_material_unref (material);
/* See what we got... */
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
y_off = state->stage_geom.height - y * QUAD_WIDTH - (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
/* XXX:
* We haven't always had good luck with GL drivers implementing glReadPixels
* reliably and skipping the first two frames improves our chances... */
if (state->frame <= 2)
return;
glReadPixels (x_off, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
{
g_print ("test_blend (%d, %d):\n%s\n", x, y, blend_string);
g_print (" src color = %02x, %02x, %02x, %02x\n", Sr, Sg, Sb, Sa);
g_print (" dst color = %02x, %02x, %02x, %02x\n", Dr, Dg, Db, Da);
if (blend_constant != BLEND_CONSTANT_UNUSED)
g_print (" blend constant = %02x, %02x, %02x, %02x\n",
Br, Bg, Bb, Ba);
else
g_print (" blend constant = UNUSED\n");
g_print (" result = %x, %x, %x, %x\n",
pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
}
check_pixel (pixel, expected_result);
}
static CoglHandle
make_texture (guint32 color)
{
guchar *tex_data, *p;
guint8 r = MASK_RED (color);
guint8 g = MASK_GREEN (color);
guint8 b = MASK_BLUE (color);
guint8 a = MASK_ALPHA (color);
CoglHandle tex;
tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 4);
for (p = tex_data + QUAD_WIDTH * QUAD_WIDTH * 4; p > tex_data;)
{
*(--p) = a;
*(--p) = b;
*(--p) = g;
*(--p) = r;
}
tex = cogl_texture_new_from_data (QUAD_WIDTH,
QUAD_WIDTH,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
QUAD_WIDTH * 4,
tex_data);
g_free (tex_data);
return tex;
}
static void
test_tex_combine (TestState *state,
int x,
int y,
guint32 tex0_color,
guint32 tex1_color,
guint32 combine_constant,
const char *combine_string,
guint32 expected_result)
{
CoglHandle tex0, tex1;
/* combine constant - when applicable */
guint8 Cr = MASK_RED (combine_constant);
guint8 Cg = MASK_GREEN (combine_constant);
guint8 Cb = MASK_BLUE (combine_constant);
guint8 Ca = MASK_ALPHA (combine_constant);
CoglColor combine_const_color;
CoglHandle material;
gboolean status;
GError *error = NULL;
GLubyte pixel[4];
GLint y_off;
GLint x_off;
tex0 = make_texture (tex0_color);
tex1 = make_texture (tex1_color);
material = cogl_material_new ();
cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
cogl_material_set_layer (material, 0, tex0);
cogl_material_set_layer_combine (material, 0,
"RGBA = REPLACE (TEXTURE)", NULL);
cogl_material_set_layer (material, 1, tex1);
status = cogl_material_set_layer_combine (material, 1,
combine_string, &error);
if (!status)
{
/* It's not strictly a test failure; you need a more capable GPU or
* driver to test this texture combine string. */
g_debug ("Failed to test texture combine string %s: %s",
combine_string, error->message);
}
cogl_color_set_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca);
cogl_material_set_layer_combine_constant (material, 1, &combine_const_color);
cogl_set_source (material);
cogl_rectangle (x * QUAD_WIDTH,
y * QUAD_WIDTH,
x * QUAD_WIDTH + QUAD_WIDTH,
y * QUAD_WIDTH + QUAD_WIDTH);
cogl_material_unref (material);
cogl_handle_unref (tex0);
cogl_handle_unref (tex1);
/* See what we got... */
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
y_off = state->stage_geom.height - y * QUAD_WIDTH - (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
/* XXX:
* We haven't always had good luck with GL drivers implementing glReadPixels
* reliably and skipping the first two frames improves our chances... */
if (state->frame <= 2)
return;
glReadPixels (x_off, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
{
g_print ("test_tex_combine (%d, %d):\n%s\n", x, y, combine_string);
g_print (" texture 0 color = 0x%08lX\n", (unsigned long)tex0_color);
g_print (" texture 1 color = 0x%08lX\n", (unsigned long)tex1_color);
if (combine_constant != TEX_CONSTANT_UNUSED)
g_print (" combine constant = %02x, %02x, %02x, %02x\n",
Cr, Cg, Cb, Ca);
else
g_print (" combine constant = UNUSED\n");
g_print (" result = %02x, %02x, %02x, %02x\n",
pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
}
check_pixel (pixel, expected_result);
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
test_blend (state, 0, 0, /* position */
0xff0000ff, /* src */
0xffffffff, /* dst */
"RGBA = ADD (SRC_COLOR, 0)",
BLEND_CONSTANT_UNUSED,
0xff0000ff); /* expected */
test_blend (state, 1, 0, /* position */
0x11223344, /* src */
0x11223344, /* dst */
"RGBA = ADD (SRC_COLOR, DST_COLOR)",
BLEND_CONSTANT_UNUSED,
0x22446688); /* expected */
test_blend (state, 2, 0, /* position */
0x80808080, /* src */
0xffffffff, /* dst */
"RGBA = ADD (SRC_COLOR * (CONSTANT), 0)",
0x80808080, /* constant (RGBA all = 0.5 when normalized) */
0x40404040); /* expected */
test_blend (state, 3, 0, /* position */
0x80000080, /* src (alpha = 0.5 when normalized) */
0x40000000, /* dst */
"RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]),"
" DST_COLOR * (1-SRC_COLOR[A]))",
BLEND_CONSTANT_UNUSED,
0x60000040); /* expected */
/* XXX:
* For all texture combine tests tex0 will use a combine mode of
* "RGBA = REPLACE (TEXTURE)"
*/
test_tex_combine (state, 4, 0, /* position */
0x11111111, /* texture 0 color */
0x22222222, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = ADD (PREVIOUS, TEXTURE)", /* tex combine */
0x33333333); /* expected */
test_tex_combine (state, 5, 0, /* position */
0x40404040, /* texture 0 color */
0x80808080, /* texture 1 color (RGBA all = 0.5) */
TEX_CONSTANT_UNUSED,
"RGBA = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */
0x20202020); /* expected */
test_tex_combine (state, 6, 0, /* position */
0xffffff80, /* texture 0 color (alpha = 0.5) */
0xDEADBE40, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */
0xffffff20); /* expected */
/* XXX: we are assuming test_tex_combine creates a material with
* a color of 0x80808080 (i.e. the "PRIMARY" color) */
test_tex_combine (state, 7, 0, /* position */
0xffffff80, /* texture 0 color (alpha = 0.5) */
0xDEADBE20, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PRIMARY, TEXTURE)", /* tex combine */
0xffffff10); /* expected */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
frame_num = state->frame++;
if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
if (frame_num == 3)
clutter_main_quit ();
#endif
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_blend_strings (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* 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, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
clutter_actor_show_all (stage);
clutter_main ();
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
}