mutter/clutter/tests/conform/texture-fbo.c

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define SOURCE_SIZE 32
#define SOURCE_DIVISIONS_X 2
#define SOURCE_DIVISIONS_Y 2
#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
static const ClutterColor
corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
{
{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
};
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
gboolean was_painted;
} TestState;
static ClutterActor *
create_source (void)
{
int x, y;
ClutterActor *group = clutter_group_new ();
/* Create a group with a different coloured rectangle at each
corner */
for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
for (x = 0; x < SOURCE_DIVISIONS_X; x++)
{
ClutterActor *rect = clutter_rectangle_new ();
clutter_actor_set_size (rect, DIVISION_WIDTH, DIVISION_HEIGHT);
clutter_actor_set_position (rect,
DIVISION_WIDTH * x,
DIVISION_HEIGHT * y);
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
corner_colors +
(y * SOURCE_DIVISIONS_X + x));
clutter_container_add (CLUTTER_CONTAINER (group), rect, NULL);
}
return group;
}
static void
pre_paint_clip_cb (void)
{
/* Generate a clip path that clips out the top left division */
cogl_path_move_to (DIVISION_WIDTH, 0);
cogl_path_line_to (SOURCE_SIZE, 0);
cogl_path_line_to (SOURCE_SIZE, SOURCE_SIZE);
cogl_path_line_to (0, SOURCE_SIZE);
cogl_path_line_to (0, DIVISION_HEIGHT);
cogl_path_line_to (DIVISION_WIDTH, DIVISION_HEIGHT);
cogl_path_close ();
cogl_clip_push_from_path ();
}
static void
post_paint_clip_cb (void)
{
cogl_clip_pop ();
}
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static void
validate_part (TestState *state,
int xpos, int ypos,
int clip_flags)
{
int x, y;
/* Check whether the center of each division is the right color */
for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
for (x = 0; x < SOURCE_DIVISIONS_X; x++)
{
guchar *pixels;
const ClutterColor *correct_color;
/* Read the center pixels of this division */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
x * DIVISION_WIDTH +
DIVISION_WIDTH / 2 + xpos,
y * DIVISION_HEIGHT +
DIVISION_HEIGHT / 2 + ypos,
1, 1);
/* If this division is clipped then it should be the stage
color */
if ((clip_flags & (1 << ((y * SOURCE_DIVISIONS_X) + x))))
correct_color = &stage_color;
else
/* Otherwise it should be the color for this division */
correct_color = corner_colors + (y * SOURCE_DIVISIONS_X) + x;
g_assert (pixels != NULL);
g_assert_cmpint (pixels[0], ==, correct_color->red);
g_assert_cmpint (pixels[1], ==, correct_color->green);
g_assert_cmpint (pixels[2], ==, correct_color->blue);
g_free (pixels);
}
}
static void
validate_result (TestState *state)
{
int ypos = 0;
if (g_test_verbose ())
g_print ("Testing onscreen clone...\n");
validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0);
ypos++;
#if 0 /* this doesn't work */
if (g_test_verbose ())
g_print ("Testing offscreen clone...\n");
validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0);
#endif
ypos++;
if (g_test_verbose ())
g_print ("Testing onscreen clone with rectangular clip...\n");
validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, ~1);
ypos++;
if (g_test_verbose ())
g_print ("Testing onscreen clone with path clip...\n");
validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 1);
ypos++;
}
static gboolean
on_paint (gpointer data)
{
TestState *state = data;
int frame_num;
/* XXX: validate_result calls clutter_stage_read_pixels which will result in
* another paint run so to avoid infinite recursion we only aim to validate
* the first frame. */
frame_num = state->frame++;
if (frame_num == 1)
validate_result (state);
state->was_painted = TRUE;
return G_SOURCE_REMOVE;
}
void
texture_fbo (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *actor;
int ypos = 0;
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
{
if (g_test_verbose ())
g_print ("Offscreen buffers are not available, skipping.\n");
return;
}
state.frame = 0;
state.stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* Onscreen source with clone next to it */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
/* Offscreen source with clone */
#if 0 /* this doesn't work */
actor = create_source ();
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
#endif
ypos++;
/* Source clipped to the top left division */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
clutter_actor_set_clip (actor, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
/* Source clipped to everything but top left division using a
path */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
g_signal_connect (actor, "paint",
G_CALLBACK (pre_paint_clip_cb), NULL);
g_signal_connect_after (actor, "paint",
G_CALLBACK (post_paint_clip_cb), NULL);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
clutter_actor_show (state.stage);
clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT,
on_paint,
&state,
NULL);
while (!state.was_painted)
g_main_context_iteration (NULL, FALSE);
clutter_actor_destroy (state.stage);
}