[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)
This commit is contained in:
Robert Bragg 2009-10-22 16:56:01 +01:00
parent 2ff7f2d287
commit 60b642f5d6
3 changed files with 155 additions and 0 deletions

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@ -38,6 +38,7 @@ test_conformance_SOURCES = \
test-texture-fbo.c \
test-cogl-viewport.c \
test-cogl-offscreen.c \
test-cogl-readpixels.c \
$(NULL)
# For convenience, this provides a way to easily run individual unit tests:

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@ -0,0 +1,153 @@
#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;
guint32 *pixels;
/* 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);
/* All offscreen rendering is done upside down so the first thing we
* verify is reading back grid of colors from a CoglOffscreen draw buffer
*/
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);
cogl_push_draw_buffer ();
cogl_set_draw_buffer (0 /* unused */, offscreen);
/* red, top left */
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (-1, 1, 0, 0);
/* green, top right */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (0, 1, 1, 0);
/* blue, bottom left */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 0, 0, -1);
/* white, bottom right */
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (0, 0, 1, -1);
pixels = g_malloc0 (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
cogl_read_pixels (0, 0, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
(guchar *)pixels);
g_assert (pixels[0] == 0xff0000ff);
g_assert (pixels[DRAW_BUFFER_WIDTH - 1] == 0xff00ff00);
g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH] == 0xffff0000);
g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH +
DRAW_BUFFER_WIDTH - 1] == 0xffffffff);
g_free (pixels);
cogl_pop_draw_buffer ();
cogl_handle_unref (offscreen);
/* Now verify reading back from an onscreen draw buffer...
*/
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
pixels = g_malloc0 (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
cogl_read_pixels (0, 0, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
(guchar *)pixels);
g_assert (pixels[0] == 0xff0000ff);
g_assert (pixels[DRAW_BUFFER_WIDTH - 1] == 0xff00ff00);
g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH] == 0xffff0000);
g_assert (pixels[(DRAW_BUFFER_HEIGHT - 1) * DRAW_BUFFER_WIDTH +
DRAW_BUFFER_WIDTH - 1] == 0xffffffff);
g_free (pixels);
cogl_handle_unref (tex);
/* 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_readpixels (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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@ -177,6 +177,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_viewport);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_offscreen);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_readpixels);
return g_test_run ();
}