[cogl] Ensure well defined semantics for COGL_INVALID_HANDLE material layers

Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.

This may be valid if for example the user has set a texture combine string
that only references a constant color.

_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.

This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
This commit is contained in:
Robert Bragg 2009-06-19 12:15:12 +01:00
parent fce406f1b8
commit 358d7c30dc
6 changed files with 241 additions and 11 deletions

View File

@ -1336,7 +1336,13 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
(disable_mask & (1<<i)) ? TRUE : FALSE;
tex_handle = layer->texture;
if (tex_handle != COGL_INVALID_HANDLE)
cogl_texture_get_gl_texture (tex_handle, &gl_texture, &gl_target);
else
{
new_gl_layer_info.fallback = TRUE;
gl_target = GL_TEXTURE_2D;
}
if (new_gl_layer_info.layer0_overridden)
gl_texture = layer0_override_texture;

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@ -942,7 +942,6 @@ _cogl_multitexture_unsliced_quad (float x_1,
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = (CoglHandle)tmp->data;
/* CoglLayerInfo *layer_info; */
CoglHandle tex_handle;
CoglTexture *tex;
const float *in_tex_coords;
@ -950,12 +949,13 @@ _cogl_multitexture_unsliced_quad (float x_1,
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
/* layer_info = &layers[i]; */
/* FIXME - we shouldn't be checking this stuff if layer_info->gl_texture
* already == 0 */
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures are handled by
* _cogl_material_flush_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
tex = _cogl_texture_pointer_from_handle (tex_handle);
in_tex_coords = &user_tex_coords[i * 4];
@ -1131,14 +1131,23 @@ _cogl_rectangles_with_multitexture_coords (
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
CoglTexture *texture = _cogl_texture_pointer_from_handle (tex_handle);
CoglHandle tex_handle;
CoglTexture *texture = NULL;
gulong flags;
if (cogl_material_layer_get_type (layer)
!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
continue;
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures are handled by
* _cogl_material_flush_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
texture = _cogl_texture_pointer_from_handle (tex_handle);
/* XXX:
* For now, if the first layer is sliced then all other layers are
* ignored since we currently don't support multi-texturing with
@ -1503,6 +1512,13 @@ _cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
float tx, ty;
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures will be handled in
* _cogl_material_flush_layers_gl_state but there is no need to worry
* about scaling texture coordinates in this case */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
tex = _cogl_texture_pointer_from_handle (tex_handle);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
@ -1585,6 +1601,11 @@ cogl_polygon (CoglTextureVertex *vertices,
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures will be handled in
* _cogl_material_flush_layers_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
if (i == 0 && cogl_texture_is_sliced (tex_handle))
{
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)

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@ -1618,8 +1618,14 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
{
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
CoglTexture *texture =
_cogl_texture_pointer_from_handle (tex_handle);
CoglTexture *texture;
/* invalid textures will be handled correctly in
* _cogl_material_flush_layers_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
texture = _cogl_texture_pointer_from_handle (tex_handle);
if (cogl_texture_is_sliced (tex_handle)
|| _cogl_texture_span_has_waste (texture, 0, 0))

View File

@ -30,6 +30,7 @@ test_conformance_SOURCES = \
test-color.c \
test-clutter-units.c \
test-premult.c \
test-materials.c \
$(NULL)
# For convenience, this provides a way to easily run individual unit tests:

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@ -149,6 +149,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/model", test_list_model_iterate);
TEST_CONFORM_SIMPLE ("/model", test_list_model_filter);
TEST_CONFORM_SIMPLE ("/material", test_materials);
TEST_CONFORM_SIMPLE ("/material", test_blend_strings);
TEST_CONFORM_SIMPLE ("/color", test_color_from_string);

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@ -0,0 +1,195 @@
#include <clutter/clutter.h>
#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);
#define SKIP_FRAMES 2
typedef struct _TestState
{
guint frame;
ClutterGeometry stage_geom;
} TestState;
static void
check_pixel (TestState *state, int x, int y, guint32 color)
{
GLint y_off;
GLint x_off;
GLubyte pixel[4];
guint8 r = MASK_RED (color);
guint8 g = MASK_GREEN (color);
guint8 b = MASK_BLUE (color);
guint8 a = MASK_ALPHA (color);
/* See what we got... */
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
/* 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 <= SKIP_FRAMES)
return;
cogl_read_pixels (x_off, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixel);
if (g_test_verbose ())
g_print (" result = %02x, %02x, %02x, %02x\n",
pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
if (g_test_verbose ())
g_print (" expected = %x, %x, %x, %x\n",
r, g, b, a);
/* FIXME - allow for hardware in-precision */
g_assert (pixel[RED] == r);
g_assert (pixel[GREEN] == g);
g_assert (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 void
test_invalid_texture_layers (TestState *state, int x, int y)
{
CoglHandle material = cogl_material_new ();
CoglTextureVertex verts[4] = {
{ .x = 0, .y = 0, .z = 0 },
{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
};
CoglHandle vbo;
cogl_push_matrix ();
cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
/* explicitly create a layer with an invalid handle. This may be desireable
* if the user also sets a texture combine string that e.g. refers to a
* constant color. */
cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
cogl_set_source (material);
cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
cogl_translate (0, QUAD_WIDTH, 0);
cogl_polygon (verts, 4, FALSE);
cogl_translate (0, QUAD_WIDTH, 0);
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo,
"gl_Vertex",
2, /* n components */
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE, /* normalized */
sizeof (CoglTextureVertex), /* stride */
verts);
cogl_vertex_buffer_draw (vbo,
COGL_VERTICES_MODE_TRIANGLE_FAN,
0, /* first */
4); /* count */
cogl_handle_unref (vbo);
cogl_pop_matrix ();
cogl_handle_unref (material);
/* We expect a white fallback material to be used */
check_pixel (state, x, y, 0xffffffff);
check_pixel (state, x, y+1, 0xffffffff);
check_pixel (state, x, y+2, 0xffffffff);
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
test_invalid_texture_layers (state,
0, 0 /* position */
);
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
frame_num = state->frame++;
if (frame_num < SKIP_FRAMES)
g_usleep (G_USEC_PER_SEC);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
if (frame_num > SKIP_FRAMES)
clutter_main_quit ();
#endif
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_materials (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);
clutter_actor_get_geometry (stage, &state.stage_geom);
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");
}