* tests/conform/test-backface-culling.c: New test for backface

culling

	* tests/conform/test-conform-main.c (main): Add
	/texture/test_backface_culing

	* tests/conform/Makefile.am (test_conformance_SOURCES): Add
	test-backface-culling.c
This commit is contained in:
Neil Roberts 2008-11-28 17:36:37 +00:00
parent 1cbafc99d6
commit 72f2fc22ad
4 changed files with 281 additions and 1 deletions

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@ -1,3 +1,14 @@
2008-11-28 Neil Roberts <neil@linux.intel.com>
* tests/conform/test-backface-culling.c: New test for backface
culling
* tests/conform/test-conform-main.c (main): Add
/texture/test_backface_culing
* tests/conform/Makefile.am (test_conformance_SOURCES): Add
test-backface-culling.c
2008-11-28 Neil Roberts <neil@linux.intel.com> 2008-11-28 Neil Roberts <neil@linux.intel.com>
* tests/conform/test-mesh-mutability.c: * tests/conform/test-mesh-mutability.c:

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@ -19,7 +19,8 @@ test_conformance_SOURCES = \
test-clutter-rectangle.c \ test-clutter-rectangle.c \
test-clutter-fixed.c \ test-clutter-fixed.c \
test-actor-invariants.c \ test-actor-invariants.c \
test-paint-opacity.c test-paint-opacity.c \
test-backface-culling.c
# For convenience, this provides a way to easily run individual unit tests: # For convenience, this provides a way to easily run individual unit tests:
.PHONY: wrappers .PHONY: wrappers

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@ -0,0 +1,266 @@
#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 };
/* Size the texture so that it is just off a power of two to enourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 33
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
typedef struct _TestState
{
guint frame;
CoglHandle texture;
} TestState;
static gboolean
validate_part (int xnum, int ynum, gboolean shown)
{
guchar *pixels, *p;
ClutterActor *stage = clutter_stage_get_default ();
gboolean ret = TRUE;
/* Read the appropriate part but skip out a few pixels around the
edges */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
xnum * TEXTURE_SIZE + TEST_INSET,
ynum * TEXTURE_SIZE + TEST_INSET,
TEXTURE_SIZE - TEST_INSET * 2,
TEXTURE_SIZE - TEST_INSET * 2);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((TEXTURE_SIZE - TEST_INSET * 2)
* (TEXTURE_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != (shown ? 255 : 0))
ret = FALSE;
if (p[1] != 0)
ret = FALSE;
if (p[2] != 0)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
validate_result (TestState *state)
{
/* Front-facing texture */
g_assert (validate_part (0, 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (1, 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (2, 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (3, 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (4, 0, TRUE));
/* Backface culling disabled - everything should be shown */
/* Front-facing texture */
g_assert (validate_part (0, 1, TRUE));
/* Back-facing texture */
g_assert (validate_part (1, 1, TRUE));
/* Front-facing texture polygon */
g_assert (validate_part (2, 1, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (3, 1, TRUE));
/* Regular rectangle */
g_assert (validate_part (4, 1, TRUE));
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int i;
int frame_num;
cogl_enable_backface_culling (TRUE);
cogl_push_matrix ();
/* Render the scene twice - once with backface culling enabled and
once without. The second time is translated so that it is below
the first */
for (i = 0; i < 2; i++)
{
CoglFixed x1 = 0, x2, y1 = 0, y2 = COGL_FIXED_FROM_INT (TEXTURE_SIZE);
CoglTextureVertex verts[4];
memset (verts, 0, sizeof (verts));
/* Set the color to white so that all the textures will be drawn
at their own color */
cogl_set_source_color4x (COGL_FIXED_1, COGL_FIXED_1,
COGL_FIXED_1, COGL_FIXED_1);
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
/* Draw a front-facing texture */
cogl_texture_rectangle (state->texture,
x1, y1, x2, y2,
0, 0, COGL_FIXED_1, COGL_FIXED_1);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
/* Draw a back-facing texture */
cogl_texture_rectangle (state->texture,
x2, y1, x1, y2,
0, 0, COGL_FIXED_1, COGL_FIXED_1);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
/* Draw a front-facing texture polygon */
verts[0].x = x1; verts[0].y = y2;
verts[1].x = x2; verts[1].y = y2;
verts[2].x = x2; verts[2].y = y1;
verts[3].x = x1; verts[3].y = y1;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = COGL_FIXED_1; verts[1].ty = 0;
verts[2].tx = COGL_FIXED_1; verts[2].ty = COGL_FIXED_1;
verts[3].tx = 0; verts[3].ty = COGL_FIXED_1;
cogl_texture_polygon (state->texture, 4,
verts, FALSE);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
/* Draw a back-facing texture polygon */
verts[0].x = x1; verts[0].y = y1;
verts[1].x = x2; verts[1].y = y1;
verts[2].x = x2; verts[2].y = y2;
verts[3].x = x1; verts[3].y = y2;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = COGL_FIXED_1; verts[1].ty = 0;
verts[2].tx = COGL_FIXED_1; verts[2].ty = COGL_FIXED_1;
verts[3].tx = 0; verts[3].ty = COGL_FIXED_1;
cogl_texture_polygon (state->texture, 4,
verts, FALSE);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
/* Draw a regular rectangle (this should always show) */
cogl_set_source_color4x (COGL_FIXED_1, 0, 0, COGL_FIXED_1);
cogl_rectangle (COGL_FIXED_TO_INT (x1), COGL_FIXED_TO_INT (y1),
COGL_FIXED_TO_INT (x2 - x1), COGL_FIXED_TO_INT (y2 - y1));
/* The second time round draw beneath the first with backface
culling disabled */
cogl_translate (0, TEXTURE_SIZE, 0);
cogl_enable_backface_culling (FALSE);
}
cogl_pop_matrix ();
/* 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:
*/
/* Need to increment frame first because clutter_stage_read_pixels
fires a redraw */
frame_num = state->frame++;
if (frame_num == 2)
validate_result (state);
else if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
{
*(--p) = 255;
*(--p) = 0;
*(--p) = 0;
*(--p) = 255;
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
8,
FALSE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
return tex;
}
void
test_backface_culling (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
state.frame = 0;
state.texture = make_texture ();
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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);
cogl_texture_unref (state.texture);
if (g_test_verbose ())
g_print ("OK\n");
}

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@ -103,5 +103,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/opacity", test_rectangle_opacity); TEST_CONFORM_SIMPLE ("/opacity", test_rectangle_opacity);
TEST_CONFORM_SIMPLE ("/opacity", test_paint_opacity); TEST_CONFORM_SIMPLE ("/opacity", test_paint_opacity);
TEST_CONFORM_SIMPLE ("/texture", test_backface_culling);
return g_test_run (); return g_test_run ();
} }