Add a conformance test for ClutterShaderEffect

This adds a simple conformance test which sets up a few shader effects
using both the old style with clutter_shader_effect_set_source and the
new style by overriding get_static_shader_source. The effects are then
verified to confirm that they drew the right pixel colour.

https://bugzilla.gnome.org/show_bug.cgi?id=660512

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This commit is contained in:
Neil Roberts 2011-09-29 20:14:26 +01:00
parent 8b995a9457
commit 3372a0233e
3 changed files with 269 additions and 0 deletions

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@ -75,6 +75,7 @@ units_sources += \
test-pick.c \ test-pick.c \
test-texture-fbo.c \ test-texture-fbo.c \
test-text-cache.c \ test-text-cache.c \
test-shader-effect.c \
$(NULL) $(NULL)
# objects tests # objects tests

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@ -134,6 +134,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/actor", actor_fixed_size); TEST_CONFORM_SIMPLE ("/actor", actor_fixed_size);
TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size); TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size);
TEST_CONFORM_SIMPLE ("/actor", test_offscreen_redirect); TEST_CONFORM_SIMPLE ("/actor", test_offscreen_redirect);
TEST_CONFORM_SIMPLE ("/actor", test_shader_effect);
TEST_CONFORM_SIMPLE ("/invariants", test_initial_state); TEST_CONFORM_SIMPLE ("/invariants", test_initial_state);
TEST_CONFORM_SIMPLE ("/invariants", test_shown_not_parented); TEST_CONFORM_SIMPLE ("/invariants", test_shown_not_parented);

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@ -0,0 +1,267 @@
#include <clutter/clutter.h>
#include "test-conform-common.h"
/****************************************************************
Old style shader effect
This uses clutter_shader_effect_set_source
****************************************************************/
static const gchar
old_shader_effect_source[] =
"uniform vec3 override_color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = vec4 (override_color, 1.0);\n"
"}";
typedef struct _FooOldShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooOldShaderEffectClass;
typedef struct _FooOldShaderEffect
{
ClutterShaderEffect parent;
} FooOldShaderEffect;
G_DEFINE_TYPE (FooOldShaderEffect,
foo_old_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static void
foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect)
{
clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
old_shader_effect_source);
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"override_color",
G_TYPE_FLOAT, 3,
1.0f, 0.0f, 0.0f);
CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_old_shader_effect_parent_class)->
paint_target (effect);
}
static void
foo_old_shader_effect_class_init (FooOldShaderEffectClass *klass)
{
ClutterOffscreenEffectClass *offscreen_effect_class =
CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_effect_class->paint_target = foo_old_shader_effect_paint_target;
}
static void
foo_old_shader_effect_init (FooOldShaderEffect *self)
{
}
/****************************************************************
New style shader effect
This overrides get_static_shader_source()
****************************************************************/
static const gchar
new_shader_effect_source[] =
"uniform vec3 override_color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = (vec4 (override_color, 1.0) +\n"
" vec4 (0.0, 0.0, 1.0, 0.0));\n"
"}";
typedef struct _FooNewShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooNewShaderEffectClass;
typedef struct _FooNewShaderEffect
{
ClutterShaderEffect parent;
} FooNewShaderEffect;
G_DEFINE_TYPE (FooNewShaderEffect,
foo_new_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static gchar *
foo_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
{
static gboolean already_called = FALSE;
/* This should only be called once even though we have two actors
using this effect */
g_assert (!already_called);
already_called = TRUE;
return g_strdup (new_shader_effect_source);
}
static void
foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect)
{
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"override_color",
G_TYPE_FLOAT, 3,
0.0f, 1.0f, 0.0f);
CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_new_shader_effect_parent_class)->
paint_target (effect);
}
static void
foo_new_shader_effect_class_init (FooNewShaderEffectClass *klass)
{
ClutterOffscreenEffectClass *offscreen_effect_class =
CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
ClutterShaderEffectClass *shader_effect_class =
CLUTTER_SHADER_EFFECT_CLASS (klass);
offscreen_effect_class->paint_target = foo_new_shader_effect_paint_target;
shader_effect_class->get_static_shader_source =
foo_new_shader_effect_get_static_source;
}
static void
foo_new_shader_effect_init (FooNewShaderEffect *self)
{
}
/****************************************************************
Another new style shader effect
This is the same but with a different shader. This is just
sanity check that each class gets its own copy of the private
data
****************************************************************/
static const gchar
another_new_shader_effect_source[] =
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = vec4 (1.0, 0.0, 1.0, 1.0);\n"
"}";
typedef struct _FooAnotherNewShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooAnotherNewShaderEffectClass;
typedef struct _FooAnotherNewShaderEffect
{
ClutterShaderEffect parent;
} FooAnotherNewShaderEffect;
G_DEFINE_TYPE (FooAnotherNewShaderEffect,
foo_another_new_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static gchar *
foo_another_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
{
return g_strdup (another_new_shader_effect_source);
}
static void
foo_another_new_shader_effect_class_init (FooAnotherNewShaderEffectClass *klass)
{
ClutterShaderEffectClass *shader_effect_class =
CLUTTER_SHADER_EFFECT_CLASS (klass);
shader_effect_class->get_static_shader_source =
foo_another_new_shader_effect_get_static_source;
}
static void
foo_another_new_shader_effect_init (FooAnotherNewShaderEffect *self)
{
}
/****************************************************************/
static ClutterActor *
make_actor (GType shader_type)
{
ClutterActor *rect;
const ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
rect = clutter_rectangle_new ();
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &white);
clutter_actor_set_size (rect, 50, 50);
clutter_actor_add_effect (rect, g_object_new (shader_type, NULL));
return rect;
}
static guint32
get_pixel (int x, int y)
{
guint8 data[4];
cogl_read_pixels (x, y, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
return (((guint32) data[0] << 16) |
((guint32) data[1] << 8) |
data[2]);
}
static void
paint_cb (ClutterActor *stage)
{
/* old shader effect */
g_assert_cmpint (get_pixel (50, 50), ==, 0xff0000);
/* new shader effect */
g_assert_cmpint (get_pixel (150, 50), ==, 0x00ffff);
/* another new shader effect */
g_assert_cmpint (get_pixel (250, 50), ==, 0xff00ff);
/* new shader effect */
g_assert_cmpint (get_pixel (350, 50), ==, 0x00ffff);
clutter_main_quit ();
}
void
test_shader_effect (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *stage;
ClutterActor *rect;
stage = clutter_stage_get_default ();
rect = make_actor (foo_old_shader_effect_get_type ());
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_another_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 200);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 300);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
clutter_actor_show (stage);
g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL);
clutter_main ();
if (g_test_verbose ())
g_print ("OK\n");
}