Merge branch 'more-texture-backends'

This adds three new texture backends.

- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
  which only supports a single texture and only works with the
  GL_TEXTURE_2D target. The code is a lot simpler so it has a less
  overheads than dealing with slices. Cogl will use this wherever
  possible.

- CoglSubTexture: This is used to get a CoglHandle to represent a
  subregion of another texture. The texture can be used as if it was a
  standalone texture but it does not need to copy the resources.

- CoglAtlasTexture: This collects RGB and RGBA textures into a single
  GL texture with the aim of reducing texture state changes and
  increasing batching. The backend will try to manage the atlas and
  may move the textures around to close gaps in the texture. By
  default all textures will be placed in the atlas.
This commit is contained in:
Neil Roberts
2010-02-06 00:20:07 +00:00
37 changed files with 4493 additions and 735 deletions

View File

@@ -41,6 +41,7 @@ test_conformance_SOURCES = \
test-group.c \
test-actor-size.c \
test-texture-fbo.c \
test-cogl-sub-texture.c \
test-script-parser.c \
test-actor-destroy.c \
test-behaviours.c \

View File

@@ -157,7 +157,7 @@ make_texture (void)
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NONE,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,

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@@ -0,0 +1,351 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#define SOURCE_SIZE 32
#define SOURCE_DIVISIONS_X 2
#define SOURCE_DIVISIONS_Y 2
#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
#define TEST_INSET 1
static const ClutterColor
corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
{
{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
};
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
CoglHandle tex;
} TestState;
static CoglHandle
create_source (void)
{
int dx, dy;
guchar *data = g_malloc (SOURCE_SIZE * SOURCE_SIZE * 4);
/* Create a texture with a different coloured rectangle at each
corner */
for (dy = 0; dy < SOURCE_DIVISIONS_Y; dy++)
for (dx = 0; dx < SOURCE_DIVISIONS_X; dx++)
{
guchar *p = (data + dy * DIVISION_HEIGHT * SOURCE_SIZE * 4 +
dx * DIVISION_WIDTH * 4);
int x, y;
for (y = 0; y < DIVISION_HEIGHT; y++)
{
for (x = 0; x < DIVISION_WIDTH; x++)
{
memcpy (p, corner_colors + dx + dy * SOURCE_DIVISIONS_X, 4);
p += 4;
}
p += SOURCE_SIZE * 4 - DIVISION_WIDTH * 4;
}
}
return cogl_texture_new_from_data (SOURCE_SIZE, SOURCE_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
SOURCE_SIZE * 4,
data);
}
static void
draw_frame (TestState *state)
{
CoglHandle sub_texture;
/* Create a sub texture of the bottom right quarter of the texture */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
DIVISION_WIDTH,
DIVISION_HEIGHT,
DIVISION_WIDTH,
DIVISION_HEIGHT);
/* Paint it */
cogl_set_source_texture (sub_texture);
cogl_rectangle (0.0f, 0.0f, DIVISION_WIDTH, DIVISION_HEIGHT);
cogl_handle_unref (sub_texture);
/* Repeat a sub texture of the top half of the full texture. This is
documented to be undefined so it doesn't technically have to work
but it will with the current implementation */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
0, 0,
SOURCE_SIZE,
DIVISION_HEIGHT);
cogl_set_source_texture (sub_texture);
cogl_rectangle_with_texture_coords (0.0f, SOURCE_SIZE,
SOURCE_SIZE * 2.0f, SOURCE_SIZE * 1.5f,
0.0f, 0.0f,
2.0f, 1.0f);
cogl_handle_unref (sub_texture);
}
static gboolean
validate_part (TestState *state,
int xpos, int ypos,
int width, int height,
const ClutterColor *color)
{
int x, y;
gboolean pass = TRUE;
guchar *pixels, *p;
p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
xpos + TEST_INSET,
ypos + TEST_INSET,
width - TEST_INSET - 2,
height - TEST_INSET - 2);
/* Check whether the center of each division is the right color */
for (y = 0; y < height - TEST_INSET - 2; y++)
for (x = 0; x < width - TEST_INSET - 2; x++)
{
if (p[0] != color->red ||
p[1] != color->green ||
p[2] != color->blue)
pass = FALSE;
p += 4;
}
return pass;
}
static CoglHandle
create_test_texture (void)
{
CoglHandle tex;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
/* Create a texture that is 256x256 where the red component ranges
from 0->255 along the x axis and the green component ranges from
0->255 along the y axis. The blue and alpha components are all
255 */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 255;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static guint8 *
create_update_data (void)
{
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
/* Create some image data that is 256x256 where the blue component
ranges from 0->255 along the x axis and the alpha component
ranges from 0->255 along the y axis. The red and green components
are all zero */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = 0;
*(p++) = x;
*(p++) = y;
}
return data;
}
static void
validate_result (TestState *state)
{
int i, division_num, x, y;
CoglHandle sub_texture, test_tex;
guchar *texture_data, *p;
gint tex_width, tex_height;
/* Sub texture of the bottom right corner of the texture */
g_assert (validate_part (state, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors +
(SOURCE_DIVISIONS_Y - 1) * SOURCE_DIVISIONS_X +
SOURCE_DIVISIONS_X - 1));
/* Sub texture of the top half repeated horizontally */
for (i = 0; i < 2; i++)
for (division_num = 0; division_num < SOURCE_DIVISIONS_X; division_num++)
g_assert (validate_part (state,
i * SOURCE_SIZE + division_num * DIVISION_WIDTH,
SOURCE_SIZE,
DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors + division_num));
/* Try reading back the texture data */
sub_texture = cogl_texture_new_from_sub_texture (state->tex,
SOURCE_SIZE / 4,
SOURCE_SIZE / 4,
SOURCE_SIZE / 2,
SOURCE_SIZE / 2);
tex_width = cogl_texture_get_width (sub_texture);
tex_height = cogl_texture_get_height (sub_texture);
p = texture_data = g_malloc (tex_width * tex_height * 4);
cogl_texture_get_data (sub_texture, COGL_PIXEL_FORMAT_RGBA_8888,
tex_width * 4,
texture_data);
for (y = 0; y < tex_height; y++)
for (x = 0; x < tex_width; x++)
{
int div_x = ((x * SOURCE_SIZE / 2 / tex_width + SOURCE_SIZE / 4) /
DIVISION_WIDTH);
int div_y = ((y * SOURCE_SIZE / 2 / tex_height + SOURCE_SIZE / 4) /
DIVISION_HEIGHT);
const ClutterColor *color = (corner_colors + div_x +
div_y * SOURCE_DIVISIONS_X);
g_assert (p[0] == color->red);
g_assert (p[1] == color->green);
g_assert (p[2] == color->blue);
p += 4;
}
g_free (texture_data);
cogl_handle_unref (sub_texture);
/* Create a 256x256 test texture */
test_tex = create_test_texture ();
/* Create a sub texture the views the center half of the texture */
sub_texture = cogl_texture_new_from_sub_texture (test_tex,
64, 64, 128, 128);
/* Update the center half of the sub texture */
texture_data = create_update_data ();
cogl_texture_set_region (sub_texture, 0, 0, 32, 32, 64, 64, 256, 256,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, 256 * 4,
texture_data);
g_free (texture_data);
cogl_handle_unref (sub_texture);
/* Get the texture data */
p = texture_data = g_malloc (256 * 256 * 4);
cogl_texture_get_data (test_tex, COGL_PIXEL_FORMAT_RGBA_8888,
256 * 4, texture_data);
/* Verify the texture data */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
/* If we're in the center quarter */
if (x >= 96 && x < 160 && y >= 96 && y < 160)
{
g_assert ((*p++) == 0);
g_assert ((*p++) == 0);
g_assert ((*p++) == x - 96);
g_assert ((*p++) == y - 96);
}
else
{
g_assert ((*p++) == x);
g_assert ((*p++) == y);
g_assert ((*p++) == 255);
g_assert ((*p++) == 255);
}
}
g_free (texture_data);
cogl_handle_unref (test_tex);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
draw_frame (state);
/* 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;
}
void
test_cogl_sub_texture (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler;
state.frame = 0;
state.stage = clutter_stage_get_default ();
state.tex = create_source ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* 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, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
cogl_handle_unref (state.tex);
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}

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@@ -190,6 +190,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_npot_texture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_multitexture);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_mipmaps);
TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_sub_texture);
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_contiguous);
TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_interleved);