test-texture-3d: Port to Cogl

This ports the texture-3d test to Cogl instead of depending on
Clutter.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
Neil Roberts 2012-02-09 17:54:07 +00:00
parent fdc07c865f
commit 7cd2f25eb0
3 changed files with 79 additions and 78 deletions

View File

@ -20,7 +20,6 @@ unported_test_sources = \
test-pixel-buffer.c \
test-premult.c \
test-readpixels.c \
test-texture-3d.c \
test-texture-get-set-data.c \
test-texture-mipmaps.c \
test-texture-pixmap-x11.c \
@ -47,6 +46,7 @@ test_sources = \
test-custom-attributes.c \
test-offscreen.c \
test-primitive.c \
test-texture-3d.c \
$(NULL)
test_conformance_SOURCES = $(common_sources) $(test_sources)

View File

@ -148,7 +148,7 @@ main (int argc, char **argv)
ADD_TEST ("/cogl/texture", test_cogl_sub_texture);
UNPORTED_TEST ("/cogl/texture", test_cogl_pixel_array);
UNPORTED_TEST ("/cogl/texture", test_cogl_texture_rectangle);
UNPORTED_TEST ("/cogl/texture", test_cogl_texture_3d);
ADD_TEST ("/cogl/texture", test_cogl_texture_3d);
ADD_TEST ("/cogl/texture", test_cogl_wrap_modes);
UNPORTED_TEST ("/cogl/texture", test_cogl_texture_pixmap_x11);
UNPORTED_TEST ("/cogl/texture", test_cogl_texture_get_set_data);

View File

@ -1,9 +1,7 @@
#include <clutter/clutter.h>
#include <cogl/cogl2-experimental.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0xff, 0x0, 0xff };
#include "test-utils.h"
#define TEX_WIDTH 4
#define TEX_HEIGHT 8
@ -13,7 +11,15 @@ static const ClutterColor stage_color = { 0x0, 0xff, 0x0, 0xff };
/* Leave four rows of padding between each image */
#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
static CoglHandle
typedef struct _TestState
{
CoglContext *context;
int fb_width;
int fb_height;
CoglFramebuffer *fb;
} TestState;
static CoglTexture *
create_texture_3d (void)
{
int x, y, z;
@ -67,22 +73,23 @@ create_texture_3d (void)
}
static void
draw_frame (void)
draw_frame (TestState *state)
{
CoglHandle tex = create_texture_3d ();
CoglHandle material = cogl_material_new ();
CoglTexture *tex = create_texture_3d ();
CoglPipeline *pipeline = cogl_pipeline_new ();
typedef struct { float x, y, s, t, r; } Vert;
CoglHandle vbo, indices;
CoglPrimitive *primitive;
CoglAttributeBuffer *attribute_buffer;
CoglAttribute *attributes[2];
Vert *verts, *v;
int i;
cogl_material_set_layer (material, 0, tex);
cogl_handle_unref (tex);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material);
cogl_handle_unref (material);
cogl_pipeline_set_layer_texture (pipeline, 0, tex);
cogl_object_unref (tex);
cogl_pipeline_set_layer_filters (pipeline, 0,
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
cogl_push_source (pipeline);
/* Render the texture repeated horizontally twice using a regular
cogl rectangle. This should end up with the r texture coordinates
@ -90,7 +97,10 @@ draw_frame (void)
cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render all of the images in the texture using coordinates from a VBO */
cogl_pop_source ();
/* Render all of the images in the texture using coordinates from a
CoglPrimitive */
v = verts = g_new (Vert, 4 * TEX_DEPTH);
for (i = 0; i < TEX_DEPTH; i++)
{
@ -125,54 +135,54 @@ draw_frame (void)
v++;
}
vbo = cogl_vertex_buffer_new (4 * TEX_DEPTH);
cogl_vertex_buffer_add (vbo, "gl_Vertex",
2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
attribute_buffer = cogl_attribute_buffer_new (state->context,
4 * TEX_DEPTH * sizeof (Vert),
verts);
attributes[0] = cogl_attribute_new (attribute_buffer,
"cogl_position_in",
sizeof (Vert),
&verts->x);
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0",
3, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
G_STRUCT_OFFSET (Vert, x),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = cogl_attribute_new (attribute_buffer,
"cogl_tex_coord_in",
sizeof (Vert),
&verts->s);
cogl_vertex_buffer_submit (vbo);
G_STRUCT_OFFSET (Vert, s),
3, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
6 * TEX_DEPTH,
attributes,
2 /* n_attributes */);
cogl_primitive_set_indices (primitive,
cogl_get_rectangle_indices (state->context,
TEX_DEPTH),
6 * TEX_DEPTH);
cogl_framebuffer_draw_primitive (state->fb, pipeline, primitive);
g_free (verts);
indices = cogl_vertex_buffer_indices_get_for_quads (6 * TEX_DEPTH);
cogl_vertex_buffer_draw_elements (vbo,
COGL_VERTICES_MODE_TRIANGLES,
indices,
0, TEX_DEPTH * 4 - 1,
0, TEX_DEPTH * 6);
cogl_handle_unref (vbo);
cogl_object_unref (primitive);
cogl_object_unref (attributes[0]);
cogl_object_unref (attributes[1]);
cogl_object_unref (attribute_buffer);
cogl_object_unref (pipeline);
}
static void
validate_block (int block_x, int block_y, int z)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (TEX_WIDTH * TEX_HEIGHT * 4);
cogl_read_pixels (block_x * TEX_WIDTH, block_y * TEX_HEIGHT,
TEX_WIDTH, TEX_HEIGHT,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (y = 0; y < TEX_HEIGHT; y++)
for (x = 0; x < TEX_WIDTH; x++)
{
g_assert_cmpint (p[0], ==, 255 - x * 8);
g_assert_cmpint (p[1], ==, y * 8);
g_assert_cmpint (p[2], ==, 255 - z * 8);
p += 4;
}
g_free (data);
test_utils_check_pixel_rgb (block_x * TEX_WIDTH + x,
block_y * TEX_HEIGHT + y,
255 - x * 8,
y * 8,
255 - z * 8);
}
static void
@ -186,40 +196,31 @@ validate_result (void)
validate_block (i, 1, i);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_texture_3d (TestUtilsGTestFixture *fixture,
void *data)
{
ClutterActor *stage;
unsigned int paint_handler;
stage = clutter_stage_get_default ();
TestUtilsSharedState *shared_state = data;
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
if (cogl_has_feature (shared_state->ctx, COGL_FEATURE_ID_TEXTURE_3D))
{
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
TestState state;
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (on_paint), NULL);
state.context = shared_state->ctx;
state.fb_width = cogl_framebuffer_get_width (shared_state->fb);
state.fb_height = cogl_framebuffer_get_height (shared_state->fb);
state.fb = shared_state->fb;
clutter_actor_show (stage);
cogl_framebuffer_orthographic (shared_state->fb,
0, 0, /* x_1, y_1 */
state.fb_width, /* x_2 */
state.fb_height /* y_2 */,
-1, 100 /* near/far */);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
draw_frame (&state);
validate_result ();
if (g_test_verbose ())
g_print ("OK\n");