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https://github.com/brl/mutter.git
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conform: Adds a gles2 context test
This adds a conformance test that creates a GLES2 context via the cogl api and verifies clearing an offscreen framebuffer via the gles2 api, and switching back and forth between the Cogl and GLES2 apis. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 9369c60a596c0cbc7a8bb9a45d7b8ffb6a848311)
This commit is contained in:
parent
0047a1f604
commit
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@ -54,6 +54,7 @@ test_sources = \
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test-point-sprite.c \
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test-no-gl-header.c \
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test-version.c \
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test-gles2-context.c \
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$(NULL)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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@ -99,6 +99,8 @@ main (int argc, char **argv)
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UNPORTED_TEST (test_viewport);
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ADD_TEST (test_gles2_context, 0);
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g_printerr ("Unknown test name \"%s\"\n", argv[1]);
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return 1;
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385
tests/conform/test-gles2-context.c
Normal file
385
tests/conform/test-gles2-context.c
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@ -0,0 +1,385 @@
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#include <cogl/cogl.h>
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#include <cogl/cogl-gles2.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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} TestState;
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static void
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test_push_pop_single_context (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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GError *error = NULL;
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offscreen_texture = COGL_TEXTURE (
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cogl_texture_2d_new_with_size (ctx,
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cogl_framebuffer_get_width (fb),
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cogl_framebuffer_get_height (fb),
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COGL_PIXEL_FORMAT_ANY,
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NULL));
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offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
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pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
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gles2_ctx = cogl_gles2_context_new (ctx, &error);
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if (!gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
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/* Clear onscreen to 0xffff00 using GLES2 */
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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fb,
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fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xffff00ff);
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/* Clear offscreen to 0xff0000 using GLES2 and then copy the result
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* onscreen.
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*
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* If we fail to bind the new context here then we'd probably end up
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* clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
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* instead.
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*/
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (ctx);
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cogl_framebuffer_draw_rectangle (fb,
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pipeline,
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-1, 1, 1, -1);
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/* NB: Cogl doesn't automatically support mid-scene modifications
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* of textures and so we explicitly flush the drawn rectangle to the
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* framebuffer now otherwise it may be batched until after the
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* offscreen texture has been modified again. */
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cogl_flush ();
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/* Clear the offscreen framebuffer to blue using GLES2 before
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* reading back from the onscreen framebuffer in case we mistakenly
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* read from the offscreen framebuffer and get a false positive
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*/
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (0, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
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/* Now copy the offscreen blue clear to the onscreen framebufer and
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* check that too */
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cogl_framebuffer_draw_rectangle (fb,
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pipeline,
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-1, 1, 1, -1);
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test_utils_check_pixel (fb, 0, 0, 0x0000ffff);
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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fb,
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fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xff00ffff);
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cogl_object_unref (gles2_ctx);
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cogl_object_unref (pipeline);
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}
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static void
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create_gles2_context (CoglTexture **offscreen_texture,
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CoglOffscreen **offscreen,
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CoglPipeline **pipeline,
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CoglGLES2Context **gles2_ctx,
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const CoglGLES2Vtable **gles2)
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{
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GError *error = NULL;
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*offscreen_texture = COGL_TEXTURE (
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cogl_texture_2d_new_with_size (ctx,
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cogl_framebuffer_get_width (fb),
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cogl_framebuffer_get_height (fb),
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COGL_PIXEL_FORMAT_ANY,
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NULL));
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*offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
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*pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
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*gles2_ctx = cogl_gles2_context_new (ctx, NULL);
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if (!*gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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*gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
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}
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static void
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test_push_pop_multi_context (void)
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{
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CoglTexture *offscreen_texture0;
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CoglOffscreen *offscreen0;
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CoglPipeline *pipeline0;
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CoglGLES2Context *gles2_ctx0;
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const CoglGLES2Vtable *gles20;
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CoglTexture *offscreen_texture1;
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CoglOffscreen *offscreen1;
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CoglPipeline *pipeline1;
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CoglGLES2Context *gles2_ctx1;
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const CoglGLES2Vtable *gles21;
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GError *error = NULL;
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create_gles2_context (&offscreen_texture0,
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&offscreen0,
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&pipeline0,
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&gles2_ctx0,
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&gles20);
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create_gles2_context (&offscreen_texture1,
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&offscreen1,
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&pipeline1,
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&gles2_ctx1,
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&gles21);
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cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx0,
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COGL_FRAMEBUFFER (offscreen0),
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COGL_FRAMEBUFFER (offscreen0),
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&error))
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{
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g_error ("Failed to push gles2 context 0: %s\n", error->message);
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}
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gles20->glClearColor (1, 0, 0, 1);
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gles20->glClear (GL_COLOR_BUFFER_BIT);
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx1,
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COGL_FRAMEBUFFER (offscreen1),
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COGL_FRAMEBUFFER (offscreen1),
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&error))
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{
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g_error ("Failed to push gles2 context 1: %s\n", error->message);
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}
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gles21->glClearColor (0, 1, 0, 1);
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gles21->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (ctx);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xffffffff);
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cogl_framebuffer_draw_rectangle (fb,
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pipeline0,
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-1, 1, 1, -1);
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test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
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cogl_framebuffer_draw_rectangle (fb,
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pipeline1,
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-1, 1, 1, -1);
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test_utils_check_pixel (fb, 0, 0, 0x00ff00ff);
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}
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static GLuint
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create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
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int width,
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int height)
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{
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GLuint texture_handle;
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GLuint fbo_handle;
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GLenum status;
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gles2->glGenTextures (1, &texture_handle);
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gles2->glGenFramebuffers (1, &fbo_handle);
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gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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gles2->glBindTexture (GL_TEXTURE_2D, 0);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture_handle, 0);
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status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
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printf ("status for gles2 framebuffer = 0x%x %s\n",
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status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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return fbo_handle;
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}
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static void
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test_gles2_read_pixels (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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GError *error = NULL;
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GLubyte pixel[3];
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GLuint fbo_handle;
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create_gles2_context (&offscreen_texture,
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&offscreen,
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&pipeline,
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&gles2_ctx,
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&gles2);
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cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
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g_assert (pixel[0] == 0xff);
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g_assert (pixel[1] == 0);
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g_assert (pixel[2] == 0);
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fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glClearColor (0, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
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g_assert (pixel[0] == 0);
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g_assert (pixel[1] == 0xff);
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g_assert (pixel[2] == 0);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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gles2->glClearColor (0, 1, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
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g_assert (pixel[0] == 0);
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g_assert (pixel[1] == 0xff);
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g_assert (pixel[2] == 0xff);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers */
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
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g_assert (pixel[0] == 0);
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g_assert (pixel[1] == 0xff);
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g_assert (pixel[2] == 0xff);
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cogl_pop_gles2_context (ctx);
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test_utils_check_pixel (fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers (the other way around from
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* before so when we test with COGL_TEST_ONSCREEN=1 we will read
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* from an onscreen framebuffer) */
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if (!cogl_push_gles2_context (ctx,
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gles2_ctx,
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fb,
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
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g_assert (pixel[0] == 0xff);
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g_assert (pixel[1] == 0xff);
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g_assert (pixel[2] == 0xff);
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cogl_pop_gles2_context (ctx);
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}
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void
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test_gles2_context (void)
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{
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test_push_pop_single_context ();
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test_push_pop_multi_context ();
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test_gles2_read_pixels ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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