mirror of
https://github.com/brl/mutter.git
synced 2024-11-23 08:30:42 -05:00
148 lines
4.1 KiB
C
148 lines
4.1 KiB
C
|
#include <clutter/clutter.h>
|
||
|
#include <cogl/cogl.h>
|
||
|
#include <string.h>
|
||
|
|
||
|
#include "test-conform-common.h"
|
||
|
|
||
|
static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
|
||
|
|
||
|
#define TEX_SIZE 64
|
||
|
|
||
|
typedef struct _TestState
|
||
|
{
|
||
|
guint frame;
|
||
|
} TestState;
|
||
|
|
||
|
/* Creates a texture where the pixels are evenly divided between
|
||
|
selecting just one of the R,G and B components */
|
||
|
static CoglHandle
|
||
|
make_texture (void)
|
||
|
{
|
||
|
guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
|
||
|
CoglHandle tex;
|
||
|
int x, y;
|
||
|
|
||
|
for (y = 0; y < TEX_SIZE; y++)
|
||
|
for (x = 0; x < TEX_SIZE; x++)
|
||
|
{
|
||
|
memset (p, 0, 3);
|
||
|
/* Set one of the components to full. The components should be
|
||
|
evenly represented so that each gets a third of the
|
||
|
texture */
|
||
|
p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
|
||
|
p += 3;
|
||
|
}
|
||
|
|
||
|
tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
|
||
|
COGL_PIXEL_FORMAT_RGB_888,
|
||
|
COGL_PIXEL_FORMAT_ANY,
|
||
|
TEX_SIZE * 3,
|
||
|
tex_data);
|
||
|
|
||
|
g_free (tex_data);
|
||
|
|
||
|
return tex;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
on_paint (ClutterActor *actor, TestState *state)
|
||
|
{
|
||
|
CoglHandle tex;
|
||
|
CoglHandle material;
|
||
|
guint8 pixels[8];
|
||
|
|
||
|
/* 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)
|
||
|
{
|
||
|
g_usleep (G_USEC_PER_SEC);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
tex = make_texture ();
|
||
|
material = cogl_material_new ();
|
||
|
cogl_material_set_layer (material, 0, tex);
|
||
|
cogl_handle_unref (tex);
|
||
|
|
||
|
/* Render a 1x1 pixel quad without mipmaps */
|
||
|
cogl_set_source (material);
|
||
|
cogl_material_set_layer_filters (material, 0,
|
||
|
COGL_MATERIAL_FILTER_NEAREST,
|
||
|
COGL_MATERIAL_FILTER_NEAREST);
|
||
|
cogl_rectangle (0, 0, 1, 1);
|
||
|
/* Then with mipmaps */
|
||
|
cogl_material_set_layer_filters (material, 0,
|
||
|
COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
|
||
|
COGL_MATERIAL_FILTER_NEAREST);
|
||
|
cogl_rectangle (1, 0, 2, 1);
|
||
|
|
||
|
cogl_material_unref (material);
|
||
|
|
||
|
/* Read back the two pixels we rendered */
|
||
|
cogl_read_pixels (0, 0, 2, 1,
|
||
|
COGL_READ_PIXELS_COLOR_BUFFER,
|
||
|
COGL_PIXEL_FORMAT_RGBA_8888,
|
||
|
pixels);
|
||
|
|
||
|
/* The first pixel should be just one of the colors from the
|
||
|
texture. It doesn't matter which one */
|
||
|
g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
|
||
|
(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
|
||
|
(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
|
||
|
/* The second pixel should be more or less the average of all of the
|
||
|
pixels in the texture. Each component gets a third of the image
|
||
|
so each component should be approximately 255/3 */
|
||
|
g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
|
||
|
ABS (pixels[5] - 255 / 3) <= 3 &&
|
||
|
ABS (pixels[6] - 255 / 3) <= 3);
|
||
|
|
||
|
/* Comment this out if you want visual feedback for what this test paints */
|
||
|
#if 1
|
||
|
clutter_main_quit ();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
static gboolean
|
||
|
queue_redraw (gpointer stage)
|
||
|
{
|
||
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
test_cogl_texture_mipmaps (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);
|
||
|
|
||
|
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");
|
||
|
}
|