tests: Remove conformance tests that have been ported to Cogl

A lot of the conformance tests that were just testing Cogl
functionality have been ported to be standalone Cogl tests in the Cogl
source tree. This patch removes those from Clutter so we don't have to
maintain them in two places.

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This commit is contained in:
Neil Roberts 2012-02-10 10:46:25 +00:00
parent 0e542aa306
commit 0f04a1cd11
13 changed files with 0 additions and 2977 deletions

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@ -27,23 +27,15 @@ units_sources += \
# cogl tests
units_sources += \
test-cogl-backface-culling.c \
test-cogl-blend-strings.c \
test-cogl-depth-test.c \
test-cogl-fixed.c \
test-cogl-materials.c \
test-cogl-pipeline-user-matrix.c \
test-cogl-viewport.c \
test-cogl-multitexture.c \
test-cogl-npot-texture.c \
test-cogl-object.c \
test-cogl-offscreen.c \
test-cogl-path.c \
test-cogl-pixel-buffer.c \
test-cogl-premult.c \
test-cogl-readpixels.c \
test-cogl-sub-texture.c \
test-cogl-texture-3d.c \
test-cogl-texture-get-set-data.c \
test-cogl-texture-mipmaps.c \
test-cogl-texture-pixmap-x11.c \
@ -52,9 +44,6 @@ units_sources += \
test-cogl-vertex-buffer-contiguous.c \
test-cogl-vertex-buffer-interleved.c \
test-cogl-vertex-buffer-mutability.c \
test-cogl-wrap-modes.c \
test-cogl-primitive.c \
test-cogl-just-vertex-shader.c \
$(NULL)
# actors tests

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@ -1,340 +0,0 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#ifdef CLUTTER_COGL_HAS_GL
/* Size the texture so that it is just off a power of two to enourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 257
#else /* CLUTTER_COGL_HAS_GL */
/* We can't use the funny-sized texture on GL ES because it will break
cogl_texture_polygon. However there is only one code path for
rendering quads so there is no need */
#define TEXTURE_SIZE 32
#endif /* CLUTTER_COGL_HAS_GL */
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
/* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE 32
typedef struct _TestState
{
CoglHandle texture;
CoglHandle offscreen;
CoglHandle offscreen_tex;
} TestState;
static gboolean
validate_part (int xnum, int ynum, gboolean shown)
{
guchar *pixels, *p;
gboolean ret = TRUE;
pixels = g_malloc0 ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2) * 4);
/* Read the appropriate part but skip out a few pixels around the
edges */
cogl_read_pixels (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != (shown ? 255 : 0))
ret = FALSE;
if (p[1] != 0)
ret = FALSE;
if (p[2] != 0)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
do_test_backface_culling (TestState *state)
{
int i;
CoglHandle material = cogl_material_new ();
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_backface_culling_enabled (TRUE);
cogl_push_matrix ();
/* Render the scene twice - once with backface culling enabled and
once without. The second time is translated so that it is below
the first */
for (i = 0; i < 2; i++)
{
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4];
cogl_set_source (material);
memset (verts, 0, sizeof (verts));
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x1, y1, x2, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture with flipped texcoords */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
1.0, 0.0, 0.0, 1.0);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x2, y1, x1, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture polygon */
verts[0].x = x1; verts[0].y = y2;
verts[1].x = x2; verts[1].y = y2;
verts[2].x = x2; verts[2].y = y1;
verts[3].x = x1; verts[3].y = y1;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture polygon */
verts[0].x = x1; verts[0].y = y1;
verts[1].x = x2; verts[1].y = y1;
verts[2].x = x2; verts[2].y = y2;
verts[3].x = x1; verts[3].y = y2;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a regular rectangle (this should always show) */
cogl_set_source_color4f (1.0, 0, 0, 1.0);
cogl_rectangle (x1, y1, x2, y2);
/* The second time round draw beneath the first with backface
culling disabled */
cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
cogl_set_backface_culling_enabled (FALSE);
}
cogl_handle_unref (material);
cogl_pop_matrix ();
/* Front-facing texture */
g_assert (validate_part (0, 0, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (5, 0, TRUE));
/* Backface culling disabled - everything should be shown */
/* Front-facing texture */
g_assert (validate_part (0, 1, TRUE));
/* Front-facing texture with flipped tex coords */
g_assert (validate_part (1, 1, TRUE));
/* Back-facing texture */
g_assert (validate_part (2, 1, TRUE));
/* Front-facing texture polygon */
g_assert (validate_part (3, 1, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (4, 1, TRUE));
/* Regular rectangle */
g_assert (validate_part (5, 1, TRUE));
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglColor clr;
float stage_viewport[4];
CoglMatrix stage_projection;
CoglMatrix stage_modelview;
cogl_color_init_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
do_test_backface_culling (state);
/* Since we are going to repeat the test rendering offscreen we clear the
* stage, just to minimize the chance of a some other bug causing us
* mistakenly reading back the results from the stage and giving a false
* posistive. */
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
/*
* Now repeat the test but rendered to an offscreen framebuffer...
*/
cogl_get_viewport (stage_viewport);
cogl_get_projection_matrix (&stage_projection);
cogl_get_modelview_matrix (&stage_modelview);
cogl_push_framebuffer (state->offscreen);
cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
cogl_set_viewport (stage_viewport[0],
stage_viewport[1],
stage_viewport[2],
stage_viewport[3]);
cogl_set_projection_matrix (&stage_projection);
cogl_set_modelview_matrix (&stage_modelview);
do_test_backface_culling (state);
cogl_pop_framebuffer ();
/* Incase we want feedback of what was drawn offscreen we draw it
* to the stage... */
cogl_set_source_texture (state->offscreen_tex);
cogl_rectangle (0, 0, stage_viewport[2], stage_viewport[3]);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return G_SOURCE_CONTINUE;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
{
*(--p) = 255;
*(--p) = 0;
*(--p) = 0;
*(--p) = 255;
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
return tex;
}
void
test_cogl_backface_culling (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
CoglHandle tex;
ClutterActor *stage;
float stage_width;
float stage_height;
const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
ClutterActor *group;
guint idle_source;
stage = clutter_stage_new ();
clutter_actor_get_size (stage, &stage_width, &stage_height);
state.offscreen = COGL_INVALID_HANDLE;
state.texture = make_texture ();
tex = cogl_texture_new_with_size (stage_width, stage_height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY); /* internal fmt */
state.offscreen = cogl_offscreen_new_to_texture (tex);
state.offscreen_tex = tex;
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 = clutter_threads_add_idle (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_handle_unref (state.offscreen);
cogl_handle_unref (state.offscreen_tex);
cogl_handle_unref (state.texture);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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@ -1,433 +0,0 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include <stdlib.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
{
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);
g_assert_cmpint (abs(pixel[RED] - r), <=, 1);
g_assert_cmpint (abs(pixel[GREEN] - g), <=, 1);
g_assert_cmpint (abs(pixel[BLUE] - b), <=, 1);
/* 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_handle_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_init_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_handle_unref (material);
/* See what we got... */
y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
cogl_read_pixels (x_off, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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;
}
/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
* since we don't want to allow Cogl to premultiply our data. */
tex = cogl_texture_new_from_data (QUAD_WIDTH,
QUAD_WIDTH,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_RGBA_8888,
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_init_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_handle_unref (material);
cogl_handle_unref (tex0);
cogl_handle_unref (tex1);
/* See what we got... */
y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
cogl_read_pixels (x_off, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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)
{
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 */
test_tex_combine (state, 8, 0, /* position */
0x11111111, /* texture 0 color */
0x22222222, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = ADD (PREVIOUS, 1-TEXTURE)", /* tex combine */
0xeeeeeeee); /* expected */
/* this is again assuming a primary color of 0x80808080 */
test_tex_combine (state, 9, 0, /* position */
0x10101010, /* texture 0 color */
0x20202020, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = INTERPOLATE (PREVIOUS, TEXTURE, PRIMARY)",
0x18181818); /* expected */
test_tex_combine (state, 0, 1, /* position */
0xDEADBEEF, /* texture 0 color (not used) */
0x11223344, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = ADD (TEXTURE_1, TEXTURE)", /* tex combine */
0x22446688); /* expected */
test_tex_combine (state, 1, 1, /* position */
0x21314151, /* texture 0 color */
0x99999999, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = ADD_SIGNED (PREVIOUS, TEXTURE)", /* tex combine */
0x3a4a5a6a); /* expected */
test_tex_combine (state, 2, 1, /* position */
0xfedcba98, /* texture 0 color */
0x11111111, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGBA = SUBTRACT (PREVIOUS, TEXTURE)", /* tex combine */
0xedcba987); /* expected */
test_tex_combine (state, 3, 1, /* position */
0x8899aabb, /* texture 0 color */
0xbbaa9988, /* texture 1 color */
TEX_CONSTANT_UNUSED,
"RGB = DOT3_RGBA (PREVIOUS, TEXTURE)"
"A = REPLACE (PREVIOUS)",
0x2a2a2abb); /* expected */
/* Comment this out if you want visual feedback for what this test paints */
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return G_SOURCE_CONTINUE;
}
void
test_cogl_blend_strings (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
stage = clutter_stage_new ();
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 incase someone comments out the
* clutter_main_quit and wants visual feedback for the test since we
* wont be doing anything else that will trigger redrawing. */
idle_source = clutter_threads_add_idle (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);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#include <clutter/clutter.h>
#ifndef COGL_ENABLE_EXPERIMENTAL_API
#define COGL_ENABLE_EXPERIMENTAL_API
#endif
#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)
typedef struct _TestState
{
ClutterGeometry stage_geom;
} TestState;
typedef struct
{
guint32 color;
float depth;
gboolean test_enable;
CoglDepthTestFunction test_function;
gboolean write_enable;
float range_near;
float range_far;
} TestDepthState;
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_cmpint (pixel[RED], ==, r);
g_assert_cmpint (pixel[GREEN], ==, g);
g_assert_cmpint (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 gboolean
draw_rectangle (TestState *state,
int x,
int y,
TestDepthState *rect_state)
{
CoglDepthState depth_state;
guint8 Cr = MASK_RED (rect_state->color);
guint8 Cg = MASK_GREEN (rect_state->color);
guint8 Cb = MASK_BLUE (rect_state->color);
guint8 Ca = MASK_ALPHA (rect_state->color);
CoglPipeline *pipeline;
pipeline = cogl_pipeline_new ();
cogl_depth_state_init (&depth_state);
cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
cogl_depth_state_set_range (&depth_state,
rect_state->range_near,
rect_state->range_far);
if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
{
cogl_object_unref (pipeline);
return FALSE;
}
cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);
cogl_set_source (pipeline);
cogl_push_matrix ();
cogl_translate (0, 0, rect_state->depth);
cogl_rectangle (x * QUAD_WIDTH,
y * QUAD_WIDTH,
x * QUAD_WIDTH + QUAD_WIDTH,
y * QUAD_WIDTH + QUAD_WIDTH);
cogl_pop_matrix ();
cogl_object_unref (pipeline);
return TRUE;
}
static void
test_depth (TestState *state,
int x,
int y,
TestDepthState *rect0_state,
TestDepthState *rect1_state,
TestDepthState *rect2_state,
guint32 expected_result)
{
GLubyte pixel[4];
GLint y_off;
GLint x_off;
gboolean missing_feature = FALSE;
if (rect0_state)
missing_feature |= !draw_rectangle (state, x, y, rect0_state);
if (rect1_state)
missing_feature |= !draw_rectangle (state, x, y, rect1_state);
if (rect2_state)
missing_feature |= !draw_rectangle (state, x, y, rect2_state);
/* We don't consider it an error that we can't test something
* the driver doesn't support. */
if (missing_feature)
return;
/* See what we got... */
y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
cogl_read_pixels (x_off, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
check_pixel (pixel, expected_result);
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglMatrix projection_save;
CoglMatrix identity;
/* We don't want the effects of perspective division to interfere
* with the positions of our test rectangles on the x and y axis
* so we use an orthographic projection...
*/
cogl_get_projection_matrix (&projection_save);
cogl_ortho (0, state->stage_geom.width, /* left, right */
state->stage_geom.height, 0, /* bottom, top */
-1, 100 /* z near, far */);
cogl_push_matrix ();
cogl_matrix_init_identity (&identity);
cogl_set_modelview_matrix (&identity);
/* Sanity check a few of the different depth test functions
* and that depth writing can be disabled... */
{
/* Closest */
TestDepthState rect0_state = {
0xff0000ff, /* rgba color */
-10, /* depth */
FALSE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_ALWAYS,
TRUE, /* depth write enable */
0, 1 /* depth range */
};
/* Furthest */
TestDepthState rect1_state = {
0x00ff00ff, /* rgba color */
-70, /* depth */
TRUE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_ALWAYS,
TRUE, /* depth write enable */
0, 1 /* depth range */
};
/* In the middle */
TestDepthState rect2_state = {
0x0000ffff, /* rgba color */
-20, /* depth */
TRUE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_NEVER,
TRUE, /* depth write enable */
0, 1 /* depth range */
};
test_depth (state, 0, 0, /* position */
&rect0_state, &rect1_state, &rect2_state,
0x00ff00ff); /* expected */
rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_ALWAYS;
test_depth (state, 1, 0, /* position */
&rect0_state, &rect1_state, &rect2_state,
0x0000ffff); /* expected */
rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_LESS;
test_depth (state, 2, 0, /* position */
&rect0_state, &rect1_state, &rect2_state,
0x0000ffff); /* expected */
rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_GREATER;
test_depth (state, 3, 0, /* position */
&rect0_state, &rect1_state, &rect2_state,
0x00ff00ff); /* expected */
rect0_state.test_enable = TRUE;
rect1_state.write_enable = FALSE;
test_depth (state, 4, 0, /* position */
&rect0_state, &rect1_state, &rect2_state,
0x0000ffff); /* expected */
}
/* Check that the depth buffer values can be mapped into different
* ranges... */
{
/* Closest by depth, furthest by depth range */
TestDepthState rect0_state = {
0xff0000ff, /* rgba color */
-10, /* depth */
TRUE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_ALWAYS,
TRUE, /* depth write enable */
0.5, 1 /* depth range */
};
/* Furthest by depth, nearest by depth range */
TestDepthState rect1_state = {
0x00ff00ff, /* rgba color */
-70, /* depth */
TRUE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_GREATER,
TRUE, /* depth write enable */
0, 0.5 /* depth range */
};
test_depth (state, 0, 1, /* position */
&rect0_state, &rect1_state, NULL,
0xff0000ff); /* expected */
}
/* Test that the legacy cogl_set_depth_test_enabled() API still
* works... */
{
/* Nearest */
TestDepthState rect0_state = {
0xff0000ff, /* rgba color */
-10, /* depth */
FALSE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_LESS,
TRUE, /* depth write enable */
0, 1 /* depth range */
};
/* Furthest */
TestDepthState rect1_state = {
0x00ff00ff, /* rgba color */
-70, /* depth */
FALSE, /* depth test enable */
COGL_DEPTH_TEST_FUNCTION_LESS,
TRUE, /* depth write enable */
0, 1 /* depth range */
};
cogl_set_depth_test_enabled (TRUE);
test_depth (state, 0, 2, /* position */
&rect0_state, &rect1_state, NULL,
0xff0000ff); /* expected */
cogl_set_depth_test_enabled (FALSE);
test_depth (state, 1, 2, /* position */
&rect0_state, &rect1_state, NULL,
0x00ff00ff); /* expected */
}
cogl_pop_matrix ();
cogl_set_projection_matrix (&projection_save);
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return G_SOURCE_CONTINUE;
}
void
test_cogl_depth_test (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
stage = clutter_stage_new ();
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 incase someone comments out the
* clutter_main_quit and wants visual feedback for the test since we
* wont be doing anything else that will trigger redrawing. */
idle_source = clutter_threads_add_idle (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);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff };
static void
draw_frame (void)
{
CoglHandle material = cogl_material_new ();
CoglColor color;
GError *error = NULL;
CoglHandle shader, program;
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
cogl_material_set_color (material, &color);
/* Override the vertex color in the texture environment with a
constant green color */
cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
cogl_material_set_layer_combine_constant (material, 0, &color);
if (!cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(CONSTANT)",
&error))
{
g_warning ("Error setting blend constant: %s", error->message);
g_assert_not_reached ();
}
/* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader,
"void\n"
"main ()\n"
"{\n"
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
"}\n");
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
char *log = cogl_shader_get_info_log (shader);
g_warning ("Shader compilation failed:\n%s", log);
g_free (log);
g_assert_not_reached ();
}
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_program_link (program);
cogl_handle_unref (shader);
/* Draw something using the material */
cogl_set_source (material);
cogl_rectangle (0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_program_use (program);
cogl_rectangle (50, 0, 100, 50);
cogl_program_use (COGL_INVALID_HANDLE);
cogl_handle_unref (material);
cogl_handle_unref (program);
}
static void
validate_pixel (int x, int y)
{
guint8 pixels[4];
cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
/* The final color should be green. If it's blue then the layer
state is being ignored. If it's green then the stage is showing
through */
g_assert_cmpint (pixels[0], ==, 0x00);
g_assert_cmpint (pixels[1], ==, 0xff);
g_assert_cmpint (pixels[2], ==, 0x00);
}
static void
validate_result (void)
{
/* Non-shader version */
validate_pixel (25, 25);
/* Shader version */
validate_pixel (75, 25);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_just_vertex_shader (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint paint_handler;
/* If shaders aren't supported then we can't run the test */
if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
{
stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}
else if (g_test_verbose ())
g_print ("Skipping\n");
}

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define RED 0
#define GREEN 1
#define BLUE 2
#define FRAMEBUFFER_WIDTH 640
#define FRAMEBUFFER_HEIGHT 480
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static void
on_paint (ClutterActor *actor, void *state)
{
float saved_viewport[4];
CoglMatrix saved_projection;
CoglMatrix projection;
CoglMatrix modelview;
guchar *data;
CoglHandle tex;
CoglHandle offscreen;
guint8 pixel[4];
/* Save the Clutter viewport/matrices and load identity matrices */
cogl_get_viewport (saved_viewport);
cogl_get_projection_matrix (&saved_projection);
cogl_push_matrix ();
cogl_matrix_init_identity (&projection);
cogl_matrix_init_identity (&modelview);
cogl_set_projection_matrix (&projection);
cogl_set_modelview_matrix (&modelview);
data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
COGL_PIXEL_FORMAT_ANY, /* internal fmt */
FRAMEBUFFER_WIDTH * 4, /* rowstride */
data);
g_free (data);
offscreen = cogl_offscreen_new_to_texture (tex);
/* Set a scale and translate transform on the window framebuffer before
* switching to the offscreen framebuffer so we can verify it gets restored
* when we switch back
*
* The test is going to draw a grid of 4 colors to a texture which we
* subsequently draw to the window with a fullscreen rectangle. This
* transform will flip the texture left to right, scale it to a quater of the
* window size and slide it to the top right of the window.
*/
cogl_translate (0.5, 0.5, 0);
cogl_scale (-0.5, 0.5, 1);
cogl_push_framebuffer (offscreen);
/* Cogl should release the last reference when we call cogl_pop_framebuffer()
*/
cogl_handle_unref (offscreen);
/* Setup something other than the identity matrix for the modelview so we can
* verify it gets restored when we call cogl_pop_framebuffer () */
cogl_scale (2, 2, 1);
/* red, top left */
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (-0.5, 0.5, 0, 0);
/* green, top right */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (0, 0.5, 0.5, 0);
/* blue, bottom left */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-0.5, 0, 0, -0.5);
/* white, bottom right */
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (0, 0, 0.5, -0.5);
cogl_pop_framebuffer ();
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
cogl_handle_unref (tex);
/* NB: The texture is drawn flipped horizontally and scaled to fit in the
* top right corner of the window. */
/* red, top right */
cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, 0, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0x00 && pixel[BLUE] == 0x00);
/* green, top left */
cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), 0, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0xff && pixel[BLUE] == 0x00);
/* blue, bottom right */
cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0x00 && pixel[BLUE] == 0xff);
/* white, bottom left */
cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0xff && pixel[BLUE] == 0xff);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return G_SOURCE_CONTINUE;
}
void
test_cogl_offscreen (TestConformSimpleFixture *fixture,
gconstpointer data)
{
guint idle_source;
ClutterActor *stage;
stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
/* 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 = clutter_threads_add_idle (queue_redraw, stage);
g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_source_remove (idle_source);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define BLOCK_SIZE 16
/* Number of pixels at the border of a block quadrant to skip when verifying */
#define TEST_INSET 1
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static const ClutterColor block_color = { 0xff, 0xff, 0xff, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
} TestState;
static void
draw_path_at (int x, int y)
{
cogl_push_matrix ();
cogl_translate (x * BLOCK_SIZE, y * BLOCK_SIZE, 0.0f);
cogl_path_fill ();
cogl_pop_matrix ();
}
static void
verify_block (int block_x, int block_y, int block_mask)
{
guint8 data[BLOCK_SIZE * BLOCK_SIZE * 4];
int qx, qy;
/* Block mask represents which quarters of the block should be
filled. The bits from 0->3 represent the top left, top right,
bottom left and bottom right respectively */
cogl_read_pixels (block_x * BLOCK_SIZE,
block_y * BLOCK_SIZE,
BLOCK_SIZE, BLOCK_SIZE,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (qy = 0; qy < 2; qy++)
for (qx = 0; qx < 2; qx++)
{
int bit = qx | (qy << 1);
const ClutterColor *color =
((block_mask & (1 << bit)) ? &block_color : &stage_color);
int x, y;
for (x = 0; x < BLOCK_SIZE / 2 - TEST_INSET * 2; x++)
for (y = 0; y < BLOCK_SIZE / 2 - TEST_INSET * 2; y++)
{
const guint8 *p = data + (qx * BLOCK_SIZE / 2 * 4 +
qy * BLOCK_SIZE * 4 * BLOCK_SIZE / 2 +
(x + TEST_INSET) * 4 +
(y + TEST_INSET) * BLOCK_SIZE * 4);
g_assert_cmpint (p[0], ==, color->red);
g_assert_cmpint (p[1], ==, color->green);
g_assert_cmpint (p[2], ==, color->blue);
}
}
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglHandle path_a, path_b, path_c;
if (state->frame++ < 2)
return;
cogl_set_source_color4ub (255, 255, 255, 255);
/* Create a path filling just a quarter of a block. It will use two
rectangles so that we have a sub path in the path */
cogl_path_new ();
cogl_path_rectangle (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2,
BLOCK_SIZE, BLOCK_SIZE);
cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2,
BLOCK_SIZE * 3 / 4, BLOCK_SIZE);
path_a = cogl_handle_ref (cogl_get_path ());
draw_path_at (0, 0);
/* Create another path filling the whole block */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
path_b = cogl_handle_ref (cogl_get_path ());
draw_path_at (1, 0);
/* Draw the first path again */
cogl_set_path (path_a);
draw_path_at (2, 0);
/* Draw a copy of path a */
path_c = cogl_path_copy (path_a);
cogl_set_path (path_c);
draw_path_at (3, 0);
/* Add another rectangle to path a. We'll use line_to's instead of
cogl_rectangle so that we don't create another sub-path because
that is more likely to break the copy */
cogl_set_path (path_a);
cogl_path_line_to (0, BLOCK_SIZE / 2);
cogl_path_line_to (0, 0);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
draw_path_at (4, 0);
/* Draw the copy again. It should not have changed */
cogl_set_path (path_c);
draw_path_at (5, 0);
/* Add another rectangle to path c. It will be added in two halves,
one as an extension of the previous path and the other as a new
sub path */
cogl_set_path (path_c);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE * 3 / 4, 0);
cogl_path_line_to (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_rectangle (BLOCK_SIZE * 3 / 4, 0, BLOCK_SIZE, BLOCK_SIZE / 2);
draw_path_at (6, 0);
/* Draw the original path again. It should not have changed */
cogl_set_path (path_a);
draw_path_at (7, 0);
cogl_handle_unref (path_a);
cogl_handle_unref (path_b);
cogl_handle_unref (path_c);
/* Draw a self-intersecting path. The part that intersects should be
inverted */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
cogl_path_line_to (0, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_close ();
draw_path_at (8, 0);
/* Draw two sub paths. Where the paths intersect it should be
inverted */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2, BLOCK_SIZE, BLOCK_SIZE);
draw_path_at (9, 0);
/* Draw a clockwise outer path */
cogl_path_move_to (0, 0);
cogl_path_line_to (BLOCK_SIZE, 0);
cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE);
cogl_path_line_to (0, BLOCK_SIZE);
cogl_path_close ();
/* Add a clockwise sub path in the upper left quadrant */
cogl_path_move_to (0, 0);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_line_to (0, BLOCK_SIZE / 2);
cogl_path_close ();
/* Add a counter-clockwise sub path in the upper right quadrant */
cogl_path_move_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE, 0);
cogl_path_close ();
/* Retain the path for the next test */
path_a = cogl_handle_ref (cogl_get_path ());
draw_path_at (10, 0);
/* Draw the same path again with the other fill rule */
cogl_set_path (path_a);
cogl_path_set_fill_rule (COGL_PATH_FILL_RULE_NON_ZERO);
draw_path_at (11, 0);
cogl_handle_unref (path_a);
verify_block (0, 0, 0x8 /* bottom right */);
verify_block (1, 0, 0xf /* all of them */);
verify_block (2, 0, 0x8 /* bottom right */);
verify_block (3, 0, 0x8 /* bottom right */);
verify_block (4, 0, 0x9 /* top left and bottom right */);
verify_block (5, 0, 0x8 /* bottom right */);
verify_block (6, 0, 0xa /* bottom right and top right */);
verify_block (7, 0, 0x9 /* top_left and bottom right */);
verify_block (8, 0, 0xe /* all but top left */);
verify_block (9, 0, 0x7 /* all but bottom right */);
verify_block (10, 0, 0xc /* bottom two */);
verify_block (11, 0, 0xd /* all but top right */);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_path (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.frame = 0;
state.stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show (state.stage);
clutter_main ();
g_signal_handler_disconnect (state.stage, paint_handler);
g_source_remove (idle_source);
clutter_actor_destroy (state.stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
static void
paint_cb (ClutterActor *stage)
{
/* This texture is painted mirrored around the x-axis */
guint8 data0[] = {
0xff, 0x00, 0x00, /* red -> becomes bottom left */
0x00, 0xff, 0x00, /* green -> becomes bottom right */
0x00, 0x00, 0xff, /* blue -> becomes top left */
0xff, 0x00, 0xff /* magenta -> becomes top right */
};
/* This texture is painted mirrored about the y-axis */
guint8 data1[] = {
0x00, 0xff, 0x00, /* green -> becomes top right */
0xff, 0xff, 0x00, /* yellow -> becomes top left */
0xff, 0x00, 0xff, /* magenta -> becomes bottom right */
0x00, 0xff, 0xff /* cyan -> becomes bottom left */
};
CoglHandle tex0, tex1;
CoglPipeline *pipeline;
CoglMatrix matrix;
int width, height;
guint8 *pixels, *p;
width = clutter_actor_get_width (stage);
height = clutter_actor_get_height (stage);
tex0 = cogl_texture_new_from_data (2, 2,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
6,
data0);
tex1 = cogl_texture_new_from_data (2, 2,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
6,
data1);
pipeline = cogl_pipeline_new ();
/* Set the two textures as layers */
cogl_pipeline_set_layer_texture (pipeline, 0, tex0);
cogl_pipeline_set_layer_filters (pipeline, 0,
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
cogl_pipeline_set_layer_texture (pipeline, 1, tex1);
cogl_pipeline_set_layer_filters (pipeline, 1,
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
/* Set a combine mode so that the two textures get added together */
cogl_pipeline_set_layer_combine (pipeline, 1,
"RGBA=ADD(PREVIOUS, TEXTURE)",
NULL);
/* Set a matrix on the first layer so that it will mirror about the y-axis */
cogl_matrix_init_identity (&matrix);
cogl_matrix_translate (&matrix, 0.0f, 1.0f, 0.0f);
cogl_matrix_scale (&matrix, 1.0f, -1.0f, 1.0f);
cogl_pipeline_set_layer_matrix (pipeline, 0, &matrix);
/* Set a matrix on the second layer so that it will mirror about the x-axis */
cogl_matrix_init_identity (&matrix);
cogl_matrix_translate (&matrix, 1.0f, 0.0f, 0.0f);
cogl_matrix_scale (&matrix, -1.0f, 1.0f, 1.0f);
cogl_pipeline_set_layer_matrix (pipeline, 1, &matrix);
cogl_set_source (pipeline);
cogl_rectangle (0, 0, width, height);
cogl_handle_unref (tex1);
cogl_handle_unref (tex0);
cogl_object_unref (pipeline);
/* The textures are setup so that when added together with the
correct matrices then all of the pixels should be white. We can
verify this by reading back the entire stage */
pixels = g_malloc (width * height * 4);
cogl_read_pixels (0, 0, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
for (p = pixels + width * height * 4; p > pixels;)
{
p -= 4;
g_assert_cmpint (p[0], ==, 0xff);
g_assert_cmpint (p[1], ==, 0xff);
g_assert_cmpint (p[2], ==, 0xff);
}
g_free (pixels);
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_pipeline_user_matrix (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint idle_source;
guint paint_handler;
stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
/* 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);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (paint_cb),
NULL);
clutter_actor_show (stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (stage, paint_handler);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#define COGL_ENABLE_EXPERIMENTAL_2_0_API
#define CLUTTER_ENABLE_EXPERIMENTAL_API
#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0xff, 0x00, 0xff };
static const ClutterColor prim_color = { 0xff, 0x00, 0xff, 0xff };
static const ClutterColor tex_color = { 0x00, 0x00, 0xff, 0xff };
typedef CoglPrimitive * (* TestPrimFunc) (CoglContext *ctx,
ClutterColor *expected_color);
static CoglPrimitive *
test_prim_p2 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP2 verts[] =
{ { 0, 0 }, { 0, 10 }, { 10, 0 } };
return cogl_primitive_new_p2 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP3 verts[] =
{ { 0, 0, 0 }, { 0, 10, 0 }, { 10, 0, 0 } };
return cogl_primitive_new_p3 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2c4 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP2C4 verts[] =
{ { 0, 0, 255, 255, 0, 255 },
{ 0, 10, 255, 255, 0, 255 },
{ 10, 0, 255, 255, 0, 255 } };
expected_color->red = 255;
expected_color->green = 255;
expected_color->blue = 0;
return cogl_primitive_new_p2c4 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3c4 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP3C4 verts[] =
{ { 0, 0, 0, 255, 255, 0, 255 },
{ 0, 10, 0, 255, 255, 0, 255 },
{ 10, 0, 0, 255, 255, 0, 255 } };
expected_color->red = 255;
expected_color->green = 255;
expected_color->blue = 0;
return cogl_primitive_new_p3c4 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2t2 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP2T2 verts[] =
{ { 0, 0, 1, 0 },
{ 0, 10, 1, 0 },
{ 10, 0, 1, 0 } };
*expected_color = tex_color;
return cogl_primitive_new_p2t2 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3t2 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP3T2 verts[] =
{ { 0, 0, 0, 1, 0 },
{ 0, 10, 0, 1, 0 },
{ 10, 0, 0, 1, 0 } };
*expected_color = tex_color;
return cogl_primitive_new_p3t2 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2t2c4 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP2T2C4 verts[] =
{ { 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 0, 10, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
*expected_color = tex_color;
expected_color->blue = 0xf0;
return cogl_primitive_new_p2t2c4 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3t2c4 (CoglContext *ctx, ClutterColor *expected_color)
{
static const CoglVertexP3T2C4 verts[] =
{ { 0, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 0, 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 10, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
*expected_color = tex_color;
expected_color->blue = 0xf0;
return cogl_primitive_new_p3t2c4 (ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static const TestPrimFunc
test_prim_funcs[] =
{
test_prim_p2,
test_prim_p3,
test_prim_p2c4,
test_prim_p3c4,
test_prim_p2t2,
test_prim_p3t2,
test_prim_p2t2c4,
test_prim_p3t2c4
};
static void
paint_cb (void)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
CoglPipeline *pipeline;
CoglTexture *tex;
guint8 tex_data[6];
int i;
/* Create a two pixel texture. The first pixel is white and the
second pixel is tex_color. The assumption is that if no texture
coordinates are specified then it will default to 0,0 and get
white */
tex_data[0] = 255;
tex_data[1] = 255;
tex_data[2] = 255;
tex_data[3] = tex_color.red;
tex_data[4] = tex_color.green;
tex_data[5] = tex_color.blue;
tex = cogl_texture_new_from_data (2, 1, /* size */
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
6, /* rowstride */
tex_data);
pipeline = cogl_pipeline_new ();
cogl_pipeline_set_color4ub (pipeline,
prim_color.red,
prim_color.green,
prim_color.blue,
prim_color.alpha);
cogl_pipeline_set_layer_texture (pipeline, 0, tex);
cogl_object_unref (tex);
for (i = 0; i < G_N_ELEMENTS (test_prim_funcs); i++)
{
CoglPrimitive *prim;
ClutterColor expected_color = prim_color;
guint8 pixel[4];
prim = test_prim_funcs[i] (ctx, &expected_color);
cogl_push_matrix ();
cogl_translate (i * 10, 0, 0);
cogl_framebuffer_draw_primitive (fb, pipeline, prim);
cogl_pop_matrix ();
cogl_read_pixels (i * 10 + 2, 2, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert_cmpint (pixel[0], ==, expected_color.red);
g_assert_cmpint (pixel[1], ==, expected_color.green);
g_assert_cmpint (pixel[2], ==, expected_color.blue);
cogl_object_unref (prim);
}
cogl_object_unref (pipeline);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_primitive (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint paint_handler;
stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (paint_cb), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include <stdlib.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)
#define TEST_INSET 1
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;
CoglHandle tex;
} TestState;
static CoglHandle
create_source (void)
{
int dx, dy;
guchar *data = g_malloc (SOURCE_SIZE * SOURCE_SIZE * 4);
/* Create a texture with a different coloured rectangle at each
corner */
for (dy = 0; dy < SOURCE_DIVISIONS_Y; dy++)
for (dx = 0; dx < SOURCE_DIVISIONS_X; dx++)
{
guchar *p = (data + dy * DIVISION_HEIGHT * SOURCE_SIZE * 4 +
dx * DIVISION_WIDTH * 4);
int x, y;
for (y = 0; y < DIVISION_HEIGHT; y++)
{
for (x = 0; x < DIVISION_WIDTH; x++)
{
memcpy (p, corner_colors + dx + dy * SOURCE_DIVISIONS_X, 4);
p += 4;
}
p += SOURCE_SIZE * 4 - DIVISION_WIDTH * 4;
}
}
return cogl_texture_new_from_data (SOURCE_SIZE, SOURCE_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
SOURCE_SIZE * 4,
data);
}
static CoglHandle
create_test_texture (void)
{
CoglHandle tex;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
/* Create a texture that is 256x256 where the red component ranges
from 0->255 along the x axis and the green component ranges from
0->255 along the y axis. The blue and alpha components are all
255 */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 255;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static void
draw_frame (TestState *state)
{
CoglHandle full_texture, sub_texture, sub_sub_texture;
/* Create a sub texture of the bottom right quarter of the texture */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
DIVISION_WIDTH,
DIVISION_HEIGHT,
DIVISION_WIDTH,
DIVISION_HEIGHT);
/* Paint it */
cogl_set_source_texture (sub_texture);
cogl_rectangle (0.0f, 0.0f, DIVISION_WIDTH, DIVISION_HEIGHT);
cogl_handle_unref (sub_texture);
/* Repeat a sub texture of the top half of the full texture. This is
documented to be undefined so it doesn't technically have to work
but it will with the current implementation */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
0, 0,
SOURCE_SIZE,
DIVISION_HEIGHT);
cogl_set_source_texture (sub_texture);
cogl_rectangle_with_texture_coords (0.0f, SOURCE_SIZE,
SOURCE_SIZE * 2.0f, SOURCE_SIZE * 1.5f,
0.0f, 0.0f,
2.0f, 1.0f);
cogl_handle_unref (sub_texture);
/* Create a sub texture of a sub texture */
full_texture = create_test_texture ();
sub_texture = cogl_texture_new_from_sub_texture (full_texture,
20, 10, 30, 20);
sub_sub_texture = cogl_texture_new_from_sub_texture (sub_texture,
20, 10, 10, 10);
cogl_set_source_texture (sub_sub_texture);
cogl_rectangle (0.0f, SOURCE_SIZE * 2.0f,
10.0f, SOURCE_SIZE * 2.0f + 10.0f);
cogl_handle_unref (sub_sub_texture);
cogl_handle_unref (sub_texture);
cogl_handle_unref (full_texture);
}
static gboolean
validate_part (TestState *state,
int xpos, int ypos,
int width, int height,
const ClutterColor *color)
{
int x, y;
gboolean pass = TRUE;
guchar *pixels, *p;
p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
xpos + TEST_INSET,
ypos + TEST_INSET,
width - TEST_INSET - 2,
height - TEST_INSET - 2);
/* Check whether the center of each division is the right color */
for (y = 0; y < height - TEST_INSET - 2; y++)
for (x = 0; x < width - TEST_INSET - 2; x++)
{
if (p[0] != color->red ||
p[1] != color->green ||
p[2] != color->blue)
pass = FALSE;
p += 4;
}
return pass;
}
static guint8 *
create_update_data (void)
{
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
/* Create some image data that is 256x256 where the blue component
ranges from 0->255 along the x axis and the alpha component
ranges from 0->255 along the y axis. The red and green components
are all zero */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = 0;
*(p++) = x;
*(p++) = y;
}
return data;
}
static void
validate_result (TestState *state)
{
int i, division_num, x, y;
CoglHandle sub_texture, test_tex;
guchar *texture_data, *p;
gint tex_width, tex_height;
/* Sub texture of the bottom right corner of the texture */
g_assert (validate_part (state, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors +
(SOURCE_DIVISIONS_Y - 1) * SOURCE_DIVISIONS_X +
SOURCE_DIVISIONS_X - 1));
/* Sub texture of the top half repeated horizontally */
for (i = 0; i < 2; i++)
for (division_num = 0; division_num < SOURCE_DIVISIONS_X; division_num++)
g_assert (validate_part (state,
i * SOURCE_SIZE + division_num * DIVISION_WIDTH,
SOURCE_SIZE,
DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors + division_num));
/* Sub sub texture */
p = texture_data = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
0, SOURCE_SIZE * 2, 10, 10);
for (y = 0; y < 10; y++)
for (x = 0; x < 10; x++)
{
g_assert_cmpint (abs(*(p++) - (x + 40)), <=, 1);
g_assert_cmpint (abs(*(p++) - (y + 20)), <=, 1);
p += 2;
}
g_free (texture_data);
/* Try reading back the texture data */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
SOURCE_SIZE / 4,
SOURCE_SIZE / 4,
SOURCE_SIZE / 2,
SOURCE_SIZE / 2);
tex_width = cogl_texture_get_width (sub_texture);
tex_height = cogl_texture_get_height (sub_texture);
p = texture_data = g_malloc (tex_width * tex_height * 4);
cogl_texture_get_data (sub_texture, COGL_PIXEL_FORMAT_RGBA_8888,
tex_width * 4,
texture_data);
for (y = 0; y < tex_height; y++)
for (x = 0; x < tex_width; x++)
{
int div_x = ((x * SOURCE_SIZE / 2 / tex_width + SOURCE_SIZE / 4) /
DIVISION_WIDTH);
int div_y = ((y * SOURCE_SIZE / 2 / tex_height + SOURCE_SIZE / 4) /
DIVISION_HEIGHT);
const ClutterColor *color = (corner_colors + div_x +
div_y * SOURCE_DIVISIONS_X);
g_assert (p[0] == color->red);
g_assert (p[1] == color->green);
g_assert (p[2] == color->blue);
p += 4;
}
g_free (texture_data);
cogl_handle_unref (sub_texture);
/* Create a 256x256 test texture */
test_tex = create_test_texture ();
/* Create a sub texture the views the center half of the texture */
sub_texture = cogl_texture_new_from_sub_texture (test_tex,
64, 64, 128, 128);
/* Update the center half of the sub texture */
texture_data = create_update_data ();
cogl_texture_set_region (sub_texture, 0, 0, 32, 32, 64, 64, 256, 256,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, 256 * 4,
texture_data);
g_free (texture_data);
cogl_handle_unref (sub_texture);
/* Get the texture data */
p = texture_data = g_malloc (256 * 256 * 4);
cogl_texture_get_data (test_tex, COGL_PIXEL_FORMAT_RGBA_8888,
256 * 4, texture_data);
/* Verify the texture data */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
/* If we're in the center quarter */
if (x >= 96 && x < 160 && y >= 96 && y < 160)
{
g_assert ((*p++) == 0);
g_assert ((*p++) == 0);
g_assert ((*p++) == x - 96);
g_assert ((*p++) == y - 96);
}
else
{
g_assert ((*p++) == x);
g_assert ((*p++) == y);
g_assert ((*p++) == 255);
g_assert ((*p++) == 255);
}
}
g_free (texture_data);
cogl_handle_unref (test_tex);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
draw_frame (state);
/* 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);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_sub_texture (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler;
state.frame = 0;
state.stage = clutter_stage_new ();
state.tex = create_source ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
cogl_handle_unref (state.tex);
clutter_actor_destroy (state.stage);
if (g_test_verbose ())
g_print ("OK\n");
}

View File

@ -1,230 +0,0 @@
#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0xff, 0x0, 0xff };
#define TEX_WIDTH 4
#define TEX_HEIGHT 8
#define TEX_DEPTH 16
/* Leave four bytes of padding between each row */
#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
/* Leave four rows of padding between each image */
#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
static CoglHandle
create_texture_3d (void)
{
int x, y, z;
guint8 *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
guint8 *p = data;
CoglHandle tex;
GError *error = NULL;
for (z = 0; z < TEX_DEPTH; z++)
{
for (y = 0; y < TEX_HEIGHT; y++)
{
for (x = 0; x < TEX_WIDTH; x++)
{
/* Set red, green, blue to values based on x, y, z */
*(p++) = 255 - x * 8;
*(p++) = y * 8;
*(p++) = 255 - z * 8;
/* Fully opaque */
*(p++) = 0xff;
}
/* Set the padding between rows to 0xde */
memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
}
/* Set the padding between images to 0xad */
memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
}
tex = cogl_texture_3d_new_from_data (TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
COGL_TEXTURE_NO_AUTO_MIPMAP,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEX_ROWSTRIDE,
TEX_IMAGE_STRIDE,
data,
&error);
if (tex == COGL_INVALID_HANDLE)
{
g_assert (error != NULL);
g_warning ("Failed to create 3D texture: %s", error->message);
g_assert_not_reached ();
}
g_free (data);
return tex;
}
static void
draw_frame (void)
{
CoglHandle tex = create_texture_3d ();
CoglHandle material = cogl_material_new ();
typedef struct { float x, y, s, t, r; } Vert;
CoglHandle vbo, indices;
Vert *verts, *v;
int i;
cogl_material_set_layer (material, 0, tex);
cogl_handle_unref (tex);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material);
cogl_handle_unref (material);
/* Render the texture repeated horizontally twice using a regular
cogl rectangle. This should end up with the r texture coordinates
as zero */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render all of the images in the texture using coordinates from a VBO */
v = verts = g_new (Vert, 4 * TEX_DEPTH);
for (i = 0; i < TEX_DEPTH; i++)
{
float r = (i + 0.5f) / TEX_DEPTH;
v->x = i * TEX_WIDTH;
v->y = TEX_HEIGHT;
v->s = 0;
v->t = 0;
v->r = r;
v++;
v->x = i * TEX_WIDTH;
v->y = TEX_HEIGHT * 2;
v->s = 0;
v->t = 1;
v->r = r;
v++;
v->x = i * TEX_WIDTH + TEX_WIDTH;
v->y = TEX_HEIGHT * 2;
v->s = 1;
v->t = 1;
v->r = r;
v++;
v->x = i * TEX_WIDTH + TEX_WIDTH;
v->y = TEX_HEIGHT;
v->s = 1;
v->t = 0;
v->r = r;
v++;
}
vbo = cogl_vertex_buffer_new (4 * TEX_DEPTH);
cogl_vertex_buffer_add (vbo, "gl_Vertex",
2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (Vert),
&verts->x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0",
3, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (Vert),
&verts->s);
cogl_vertex_buffer_submit (vbo);
g_free (verts);
indices = cogl_vertex_buffer_indices_get_for_quads (6 * TEX_DEPTH);
cogl_vertex_buffer_draw_elements (vbo,
COGL_VERTICES_MODE_TRIANGLES,
indices,
0, TEX_DEPTH * 4 - 1,
0, TEX_DEPTH * 6);
cogl_handle_unref (vbo);
}
static void
validate_block (int block_x, int block_y, int z)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (TEX_WIDTH * TEX_HEIGHT * 4);
cogl_read_pixels (block_x * TEX_WIDTH, block_y * TEX_HEIGHT,
TEX_WIDTH, TEX_HEIGHT,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (y = 0; y < TEX_HEIGHT; y++)
for (x = 0; x < TEX_WIDTH; x++)
{
g_assert_cmpint (p[0], ==, 255 - x * 8);
g_assert_cmpint (p[1], ==, y * 8);
g_assert_cmpint (p[2], ==, 255 - z * 8);
p += 4;
}
g_free (data);
}
static void
validate_result (void)
{
int i;
validate_block (0, 0, 0);
for (i = 0; i < TEX_DEPTH; i++)
validate_block (i, 1, i);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_texture_3d (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
guint paint_handler;
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
{
stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
clutter_actor_destroy (stage);
if (g_test_verbose ())
g_print ("OK\n");
}
else if (g_test_verbose ())
g_print ("Skipping\n");
}

View File

@ -1,319 +0,0 @@
#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
#define TEX_SIZE 4
static const ClutterColor stage_color = { 0x80, 0x80, 0x80, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
CoglHandle texture;
} TestState;
static CoglHandle
create_texture (CoglTextureFlags flags)
{
guint8 *data = g_malloc (TEX_SIZE * TEX_SIZE * 4), *p = data;
CoglHandle tex;
int x, y;
for (y = 0; y < TEX_SIZE; y++)
for (x = 0; x < TEX_SIZE; x++)
{
*(p++) = 0;
*(p++) = (x & 1) * 255;
*(p++) = (y & 1) * 255;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, flags,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
TEX_SIZE * 4,
data);
g_free (data);
return tex;
}
static CoglHandle
create_material (TestState *state,
CoglMaterialWrapMode wrap_mode_s,
CoglMaterialWrapMode wrap_mode_t)
{
CoglHandle material;
material = cogl_material_new ();
cogl_material_set_layer (material, 0, state->texture);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer_wrap_mode_s (material, 0, wrap_mode_s);
cogl_material_set_layer_wrap_mode_t (material, 0, wrap_mode_t);
return material;
}
static CoglMaterialWrapMode
test_wrap_modes[] =
{
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
COGL_MATERIAL_WRAP_MODE_REPEAT,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE
};
static void
draw_tests (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
/* Create a separate material for each pair of wrap modes so
that we can verify whether the batch splitting works */
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
/* Render the material at four times the size of the texture */
cogl_rectangle_with_texture_coords (i * TEX_SIZE, 0,
(i + 2) * TEX_SIZE, TEX_SIZE * 2,
0, 0, 2, 2);
}
}
static const CoglTextureVertex vertices[4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, TEX_SIZE * 2, 0.0f, 0.0f, 2.0f },
{ TEX_SIZE * 2, TEX_SIZE * 2, 0.0f, 2.0f, 2.0f },
{ TEX_SIZE * 2, 0.0f, 0.0f, 2.0f, 0.0f }
};
static void
draw_tests_polygon (TestState *state)
{
int i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_polygon (vertices, G_N_ELEMENTS (vertices), FALSE);
cogl_pop_matrix ();
}
}
static void
draw_tests_vbo (TestState *state)
{
CoglHandle vbo;
int i;
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (vertices[0]),
&vertices[0].tx);
cogl_vertex_buffer_submit (vbo);
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
CoglHandle material;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
material = create_material (state, wrap_mode_s, wrap_mode_t);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_push_matrix ();
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
/* Render the material at four times the size of the texture */
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
cogl_pop_matrix ();
}
cogl_handle_unref (vbo);
}
static void
draw_frame (TestState *state)
{
/* Draw the tests first with a non atlased texture */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
draw_tests (state);
cogl_handle_unref (state->texture);
/* Draw the tests again with a possible atlased texture. This should
end up testing software repeats */
state->texture = create_texture (COGL_TEXTURE_NONE);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 2.0f, 0.0f);
draw_tests (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using cogl_polygon */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 4.0f, 0.0f);
draw_tests_polygon (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
/* Draw the tests using a vertex buffer */
state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
cogl_push_matrix ();
cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
draw_tests_vbo (state);
cogl_pop_matrix ();
cogl_handle_unref (state->texture);
}
static void
validate_set (TestState *state, int offset)
{
guint8 data[TEX_SIZE * 2 * TEX_SIZE * 2 * 4], *p;
int x, y, i;
for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
{
CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
wrap_mode_s = test_wrap_modes[i];
wrap_mode_t = test_wrap_modes[i + 1];
cogl_read_pixels (i * TEX_SIZE, offset * TEX_SIZE * 2,
TEX_SIZE * 2, TEX_SIZE * 2,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
p = data;
for (y = 0; y < TEX_SIZE * 2; y++)
for (x = 0; x < TEX_SIZE * 2; x++)
{
guint8 green, blue;
if (x < TEX_SIZE ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
green = (x & 1) * 255;
else
green = ((TEX_SIZE - 1) & 1) * 255;
if (y < TEX_SIZE ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_REPEAT ||
wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
blue = (y & 1) * 255;
else
blue = ((TEX_SIZE - 1) & 1) * 255;
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, green);
g_assert_cmpint (p[2], ==, blue);
p += 4;
}
}
}
static void
validate_result (TestState *state)
{
validate_set (state, 0); /* non-atlased rectangle */
#if 0 /* this doesn't currently work */
validate_set (state, 1); /* atlased rectangle */
#endif
validate_set (state, 2); /* cogl_polygon */
validate_set (state, 3); /* vertex buffer */
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
draw_frame (state);
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_wrap_modes (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler;
state.stage = clutter_stage_new ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
clutter_actor_destroy (state.stage);
if (g_test_verbose ())
g_print ("OK\n");
}

View File

@ -234,23 +234,15 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_object);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_fixed);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_backface_culling);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_materials);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_pipeline_user_matrix);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_blend_strings);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_premult);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_readpixels);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_path);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_depth_test);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_npot_texture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_multitexture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_mipmaps);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_sub_texture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_pixel_array);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_rectangle);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_3d);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_wrap_modes);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_pixmap_x11);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_get_set_data);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_atlas_migration);
@ -259,14 +251,9 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_interleved);
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_mutability);
TEST_CONFORM_SIMPLE ("/cogl/vertex-array", test_cogl_primitive);
TEST_CONFORM_SIMPLE ("/cogl/shaders", test_cogl_just_vertex_shader);
/* left to the end because they aren't currently very orthogonal and tend to
* break subsequent tests! */
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_viewport);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_offscreen);
return g_test_run ();
}