[tests] Adds test-cogl-offscreen to validate offscreen draw buffer

This adds a basic test to check that rendering a few colored rectangles
offscreen works and that the modelview gets restored when switching back to
the previous buffer.
This commit is contained in:
Robert Bragg 2009-10-22 12:36:17 +01:00
parent 369e68630d
commit 2ff7f2d287
3 changed files with 171 additions and 0 deletions

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@ -37,6 +37,7 @@ test_conformance_SOURCES = \
test-actor-size.c \
test-texture-fbo.c \
test-cogl-viewport.c \
test-cogl-offscreen.c \
$(NULL)
# For convenience, this provides a way to easily run individual unit tests:

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@ -0,0 +1,169 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define RED 0
#define GREEN 1
#define BLUE 2
#define DRAW_BUFFER_WIDTH 640
#define DRAW_BUFFER_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 (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
tex = cogl_texture_new_from_data (DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
COGL_PIXEL_FORMAT_ANY, /* internal fmt */
DRAW_BUFFER_WIDTH * 4, /* rowstride */
data);
g_free (data);
offscreen = cogl_offscreen_new_to_texture (tex);
/* Set a scale and translate transform on the window draw buffer before
* switching to the offscreen draw buffer 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_draw_buffer ();
cogl_set_draw_buffer (0 /* unused */, offscreen);
/* Cogl should release the last reference when we call cogl_pop_draw_buffer()
*/
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_draw_buffer () */
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_draw_buffer ();
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 (DRAW_BUFFER_WIDTH - 1, 0, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixel);
g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0x00 && pixel[BLUE] == 0x00);
/* green, top left */
cogl_read_pixels ((DRAW_BUFFER_WIDTH/2), 0, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixel);
g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0xff && pixel[BLUE] == 0x00);
/* blue, bottom right */
cogl_read_pixels (DRAW_BUFFER_WIDTH - 1, (DRAW_BUFFER_HEIGHT/2) - 1, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixel);
g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0x00 && pixel[BLUE] == 0xff);
/* white, bottom left */
cogl_read_pixels ((DRAW_BUFFER_WIDTH/2), (DRAW_BUFFER_HEIGHT/2) - 1, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
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 TRUE;
}
void
test_cogl_offscreen (TestConformSimpleFixture *fixture,
gconstpointer data)
{
guint idle_source;
ClutterActor *stage;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
clutter_actor_set_size (stage, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT);
/* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_source_remove (idle_source);
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}

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@ -176,6 +176,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/sizing", test_preferred_size);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_viewport);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_offscreen);
return g_test_run ();
}