mutter/tests/conform/test-npot-texture.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 };
/* Non-power-of-two sized texture that should cause slicing */
#define TEXTURE_SIZE 191
/* Number of times to split the texture up on each axis */
#define PARTS 2
/* The texture is split into four parts, each with a different colour */
#define PART_SIZE (TEXTURE_SIZE / PARTS)
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
static const ClutterColor corner_colors[PARTS * PARTS] =
{
/* Top left - red */ { 255, 0, 0, 255 },
/* Top right - green */ { 0, 255, 0, 255 },
/* Bottom left - blue */ { 0, 0, 255, 255 },
/* Bottom right - yellow */ { 255, 255, 0, 255 }
};
typedef struct _TestState
{
guint frame;
CoglHandle texture;
} TestState;
static gboolean
validate_part (int xnum, int ynum, const ClutterColor *color)
{
guchar *pixels, *p;
ClutterActor *stage = clutter_stage_get_default ();
gboolean ret = TRUE;
/* Read the appropriate part but skip out a few pixels around the
edges */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
xnum * PART_SIZE + TEST_INSET,
ynum * PART_SIZE + TEST_INSET,
PART_SIZE - TEST_INSET * 2,
PART_SIZE - TEST_INSET * 2);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((PART_SIZE - TEST_INSET * 2)
* (PART_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != color->red)
ret = FALSE;
if (p[1] != color->green)
ret = FALSE;
if (p[2] != color->blue)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
validate_result (TestState *state)
{
/* Validate that all four corners of the texture are drawn in the
right color */
g_assert (validate_part (0, 0, corner_colors + 0));
g_assert (validate_part (1, 0, corner_colors + 1));
g_assert (validate_part (0, 1, corner_colors + 2));
g_assert (validate_part (1, 1, corner_colors + 3));
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
/* Just render the texture in the top left corner */
cogl_set_source_texture (state->texture);
cogl_rectangle (0, 0, TEXTURE_SIZE, TEXTURE_SIZE);
/* 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:
*/
/* Need to increment frame first because clutter_stage_read_pixels
fires a redraw */
frame_num = state->frame++;
if (frame_num == 2)
validate_result (state);
else if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
int partx, party, width, height;
p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
/* Make a texture with a different color for each part */
for (party = 0; party < PARTS; party++)
{
height = (party < PARTS - 1
? PART_SIZE
: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
for (partx = 0; partx < PARTS; partx++)
{
const ClutterColor *color = corner_colors + party * PARTS + partx;
width = (partx < PARTS - 1
? PART_SIZE
: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
while (width-- > 0)
{
*(p++) = color->red;
*(p++) = color->green;
*(p++) = color->blue;
*(p++) = color->alpha;
}
}
while (--height > 0)
{
memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
p += TEXTURE_SIZE * 4;
}
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
8,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
/* The texture should be sliced unless NPOTs are supported */
g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
? !cogl_texture_is_sliced (tex)
: cogl_texture_is_sliced (tex));
return tex;
}
void
test_npot_texture (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
state.frame = 0;
state.texture = make_texture ();
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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);
cogl_texture_unref (state.texture);
if (g_test_verbose ())
g_print ("OK\n");
}