diff --git a/tests/conform/Makefile.am b/tests/conform/Makefile.am index ecbcb1f8f..e44680238 100644 --- a/tests/conform/Makefile.am +++ b/tests/conform/Makefile.am @@ -29,6 +29,7 @@ test_conformance_SOURCES = \ test-blend-strings.c \ test-color.c \ test-clutter-units.c \ + test-premult.c \ $(NULL) # For convenience, this provides a way to easily run individual unit tests: diff --git a/tests/conform/test-conform-main.c b/tests/conform/test-conform-main.c index b2aa07077..da23d5f15 100644 --- a/tests/conform/test-conform-main.c +++ b/tests/conform/test-conform-main.c @@ -129,6 +129,7 @@ main (int argc, char **argv) TEST_CONFORM_SIMPLE ("/texture", test_backface_culling); TEST_CONFORM_SIMPLE ("/texture", test_npot_texture); + TEST_CONFORM_SIMPLE ("/texture", test_premult); TEST_CONFORM_SIMPLE ("/path", test_path); diff --git a/tests/conform/test-premult.c b/tests/conform/test-premult.c new file mode 100644 index 000000000..93b28784a --- /dev/null +++ b/tests/conform/test-premult.c @@ -0,0 +1,388 @@ + +#include +#include +#include + +#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; + CoglHandle passthrough_material; +} 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); + /* 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 guchar * +gen_tex_data (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); + + 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; + } + + return tex_data; +} + +static CoglHandle +make_texture (guint32 color, + CoglPixelFormat src_format, + CoglPixelFormat internal_format) +{ + CoglHandle tex; + guchar *tex_data = gen_tex_data (color); + + tex = cogl_texture_new_from_data (QUAD_WIDTH, + QUAD_WIDTH, + COGL_TEXTURE_NONE, + src_format, + internal_format, + QUAD_WIDTH * 4, + tex_data); + + g_free (tex_data); + + return tex; +} + +static void +check_texture (TestState *state, + int x, + int y, + CoglHandle tex, + guint32 expected_result) +{ + GLubyte pixel[4]; + GLint y_off; + GLint x_off; + + cogl_material_set_layer (state->passthrough_material, 0, tex); + + cogl_set_source (state->passthrough_material); + cogl_rectangle (x * QUAD_WIDTH, + y * QUAD_WIDTH, + x * QUAD_WIDTH + QUAD_WIDTH, + y * QUAD_WIDTH + QUAD_WIDTH); + + /* See what we got... */ + + /* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */ + y_off = state->stage_geom.height - 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; + + glReadPixels (x_off, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); + if (g_test_verbose ()) + { + g_print ("check texture (%d, %d):\n", x, y); + 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) +{ + int frame_num; + CoglHandle tex; + guchar *tex_data; + + /* If the user explicitly specifies an unmultiplied internal format then + * Cogl shouldn't automatically premultiply the given texture data... */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xff00ff80, " + "src = RGBA_8888, internal = RGBA_8888)\n"); + tex = make_texture (0xff00ff80, + COGL_PIXEL_FORMAT_RGBA_8888, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888); /* internal format */ + check_texture (state, 0, 0, /* position */ + tex, + 0xff00ff80); /* expected */ + + /* If the user explicitly requests a premultiplied internal format and + * gives unmultiplied src data then Cogl should always premultiply that + * for us */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xff00ff80, " + "src = RGBA_8888, internal = RGBA_8888_PRE)\n"); + tex = make_texture (0xff00ff80, + COGL_PIXEL_FORMAT_RGBA_8888, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE); /* internal format */ + check_texture (state, 1, 0, /* position */ + tex, + 0x80008080); /* expected */ + + /* If the user gives COGL_PIXEL_FORMAT_ANY for the internal format then + * by default Cogl should premultiply the given texture data... + * (In the future there will be additional Cogl API to control this + * behaviour) */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xff00ff80, " + "src = RGBA_8888, internal = ANY)\n"); + tex = make_texture (0xff00ff80, + COGL_PIXEL_FORMAT_RGBA_8888, /* src format */ + COGL_PIXEL_FORMAT_ANY); /* internal format */ + check_texture (state, 2, 0, /* position */ + tex, + 0x80008080); /* expected */ + + /* If the user requests a premultiplied internal texture format and supplies + * premultiplied source data, Cogl should never modify that source data... + */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0x80008080, " + "src = RGBA_8888_PRE, " + "internal = RGBA_8888_PRE)\n"); + tex = make_texture (0x80008080, + COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE); /* internal format */ + check_texture (state, 3, 0, /* position */ + tex, + 0x80008080); /* expected */ + + /* If the user requests an unmultiplied internal texture format, but + * supplies premultiplied source data, then Cogl should always + * un-premultiply the source data... */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0x80008080, " + "src = RGBA_8888_PRE, internal = RGBA_8888)\n"); + tex = make_texture (0x80008080, + COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888); /* internal format */ + check_texture (state, 4, 0, /* position */ + tex, + 0xff00ff80); /* expected */ + + /* If the user allows any internal texture format and provides premultipled + * source data then by default Cogl shouldn't modify the source data... + * (In the future there will be additional Cogl API to control this + * behaviour) */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0x80008080, " + "src = RGBA_8888_PRE, internal = ANY)\n"); + tex = make_texture (0x80008080, + COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* src format */ + COGL_PIXEL_FORMAT_ANY); /* internal format */ + check_texture (state, 5, 0, /* position */ + tex, + 0x80008080); /* expected */ + + /* + * Test cogl_texture_set_region() .... + */ + + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xDEADBEEF, " + "src = RGBA_8888, internal = RGBA_8888)\n"); + tex = make_texture (0xDEADBEEF, + COGL_PIXEL_FORMAT_RGBA_8888, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888); /* internal format */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("set_region (0xff00ff80, RGBA_8888)\n"); + tex_data = gen_tex_data (0xff00ff80); + cogl_texture_set_region (tex, + 0, 0, /* src x, y */ + 0, 0, /* dst x, y */ + QUAD_WIDTH, QUAD_WIDTH, /* dst width, height */ + QUAD_WIDTH, QUAD_WIDTH, /* src width, height */ + COGL_PIXEL_FORMAT_RGBA_8888, + 0, /* auto compute row stride */ + tex_data); + check_texture (state, 6, 0, /* position */ + tex, + 0xff00ff80); /* expected */ + + /* Updating a texture region for an unmultiplied texture using premultiplied + * region data should result in Cogl unmultiplying the given region data... + */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xDEADBEEF, " + "src = RGBA_8888, internal = RGBA_8888)\n"); + tex = make_texture (0xDEADBEEF, + COGL_PIXEL_FORMAT_RGBA_8888, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888); /* internal format */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("set_region (0x80008080, RGBA_8888_PRE)\n"); + tex_data = gen_tex_data (0x80008080); + cogl_texture_set_region (tex, + 0, 0, /* src x, y */ + 0, 0, /* dst x, y */ + QUAD_WIDTH, QUAD_WIDTH, /* dst width, height */ + QUAD_WIDTH, QUAD_WIDTH, /* src width, height */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE, + 0, /* auto compute row stride */ + tex_data); + check_texture (state, 7, 0, /* position */ + tex, + 0xff00ff80); /* expected */ + + + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xDEADBEEF, " + "src = RGBA_8888_PRE, " + "internal = RGBA_8888_PRE)\n"); + tex = make_texture (0xDEADBEEF, + COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE); /* internal format */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("set_region (0x80008080, RGBA_8888_PRE)\n"); + tex_data = gen_tex_data (0x80008080); + cogl_texture_set_region (tex, + 0, 0, /* src x, y */ + 0, 0, /* dst x, y */ + QUAD_WIDTH, QUAD_WIDTH, /* dst width, height */ + QUAD_WIDTH, QUAD_WIDTH, /* src width, height */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE, + 0, /* auto compute row stride */ + tex_data); + check_texture (state, 8, 0, /* position */ + tex, + 0x80008080); /* expected */ + + + /* Updating a texture region for a premultiplied texture using unmultiplied + * region data should result in Cogl premultiplying the given region data... + */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("make_texture (0xDEADBEEF, " + "src = RGBA_8888_PRE, " + "internal = RGBA_8888_PRE)\n"); + tex = make_texture (0xDEADBEEF, + COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* src format */ + COGL_PIXEL_FORMAT_RGBA_8888_PRE); /* internal format */ + if (state->frame > SKIP_FRAMES && g_test_verbose ()) + g_print ("set_region (0xff00ff80, RGBA_8888)\n"); + tex_data = gen_tex_data (0xff00ff80); + cogl_texture_set_region (tex, + 0, 0, /* src x, y */ + 0, 0, /* dst x, y */ + QUAD_WIDTH, QUAD_WIDTH, /* dst width, height */ + QUAD_WIDTH, QUAD_WIDTH, /* src width, height */ + COGL_PIXEL_FORMAT_RGBA_8888, + 0, /* auto compute row stride */ + tex_data); + check_texture (state, 9, 0, /* position */ + tex, + 0x80008080); /* expected */ + + + /* 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_premult (TestConformSimpleFixture *fixture, + gconstpointer data) +{ + TestState state; + ClutterActor *stage; + ClutterActor *group; + guint idle_source; + + state.frame = 0; + state.passthrough_material = cogl_material_new (); + cogl_material_set_blend (state.passthrough_material, + "RGBA = ADD (SRC_COLOR, 0)", NULL); + cogl_material_set_layer_combine (state.passthrough_material, 0, + "RGBA = REPLACE (TEXTURE)", NULL); + + 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"); +} +