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[tests] Adds test-cogl-readpixels.c for very basic cogl_read_pixels testing
Mostly this was written to verify that we don't flip the data read back from an offscreen draw buffer. (since all offscreen rendering is done upside down)
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@ -38,6 +38,7 @@ test_conformance_SOURCES = \
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test-texture-fbo.c \
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test-cogl-viewport.c \
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test-cogl-offscreen.c \
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test-cogl-readpixels.c \
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$(NULL)
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# For convenience, this provides a way to easily run individual unit tests:
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153
tests/conform/test-cogl-readpixels.c
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153
tests/conform/test-cogl-readpixels.c
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@ -0,0 +1,153 @@
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define DRAW_BUFFER_WIDTH 640
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#define DRAW_BUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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guint32 *pixels;
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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/* All offscreen rendering is done upside down so the first thing we
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* verify is reading back grid of colors from a CoglOffscreen draw buffer
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*/
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data = g_malloc (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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DRAW_BUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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cogl_push_draw_buffer ();
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cogl_set_draw_buffer (0 /* unused */, offscreen);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-1, 1, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 1, 1, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 0, 0, -1);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 1, -1);
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pixels = g_malloc0 (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
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cogl_read_pixels (0, 0, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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(guchar *)pixels);
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g_assert (pixels[0] == 0xff0000ff);
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g_assert (pixels[DRAW_BUFFER_WIDTH - 1] == 0xff00ff00);
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g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH] == 0xffff0000);
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g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH +
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DRAW_BUFFER_WIDTH - 1] == 0xffffffff);
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g_free (pixels);
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cogl_pop_draw_buffer ();
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cogl_handle_unref (offscreen);
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/* Now verify reading back from an onscreen draw buffer...
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*/
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixels = g_malloc0 (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
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cogl_read_pixels (0, 0, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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(guchar *)pixels);
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g_assert (pixels[0] == 0xff0000ff);
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g_assert (pixels[DRAW_BUFFER_WIDTH - 1] == 0xff00ff00);
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g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH] == 0xffff0000);
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g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH +
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DRAW_BUFFER_WIDTH - 1] == 0xffffffff);
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g_free (pixels);
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cogl_handle_unref (tex);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_readpixels (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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guint idle_source;
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ClutterActor *stage;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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clutter_actor_set_size (stage, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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@ -177,6 +177,7 @@ main (int argc, char **argv)
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TEST_CONFORM_SIMPLE ("/cogl", test_cogl_viewport);
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TEST_CONFORM_SIMPLE ("/cogl", test_cogl_offscreen);
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TEST_CONFORM_SIMPLE ("/cogl", test_cogl_readpixels);
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return g_test_run ();
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}
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