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https://github.com/brl/mutter.git
synced 2024-11-26 01:50:42 -05:00
Port the backface culling test
This ports the backface culling conformance test to work without Clutter. Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
parent
305bc09df6
commit
8fba6265d2
@ -11,7 +11,6 @@ common_sources = \
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$(NULL)
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unported_test_sources = \
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test-backface-culling.c \
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test-blend-strings.c \
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test-fixed.c \
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test-materials.c \
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@ -43,6 +42,7 @@ unported_test_sources = \
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test_sources = \
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test-depth-test.c \
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test-color-mask.c \
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test-backface-culling.c \
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$(NULL)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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@ -1,25 +1,13 @@
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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#include "test-utils.h"
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#ifdef CLUTTER_COGL_HAS_GL
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/* Size the texture so that it is just off a power of two to enourage
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/* Size the texture so that it is just off a power of two to encourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 257
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#else /* CLUTTER_COGL_HAS_GL */
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/* We can't use the funny-sized texture on GL ES because it will break
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cogl_texture_polygon. However there is only one code path for
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rendering quads so there is no need */
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#define TEXTURE_SIZE 32
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#endif /* CLUTTER_COGL_HAS_GL */
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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@ -29,9 +17,11 @@
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typedef struct _TestState
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{
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CoglFramebuffer *fb;
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CoglHandle texture;
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CoglHandle offscreen;
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CoglFramebuffer *offscreen;
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CoglHandle offscreen_tex;
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int width, height;
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} TestState;
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static gboolean
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@ -53,7 +43,7 @@ validate_part (int xnum, int ynum, gboolean shown)
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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/* Make sure every pixels is the appropriate color */
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/* Make sure every pixel is the appropriate color */
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for (p = pixels;
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p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
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* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
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@ -73,14 +63,24 @@ validate_part (int xnum, int ynum, gboolean shown)
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}
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static void
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do_test_backface_culling (TestState *state)
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paint_test_backface_culling (TestState *state)
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{
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int i;
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CoglHandle material = cogl_material_new ();
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CoglPipeline *pipeline = cogl_pipeline_new ();
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CoglColor clear_color;
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_ortho (0, state->width, /* left, right */
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state->height, 0, /* bottom, top */
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-1, 100 /* z near, far */);
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cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);
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cogl_pipeline_set_layer_texture (pipeline, 0, state->texture);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_set_backface_culling_enabled (TRUE);
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@ -94,21 +94,19 @@ do_test_backface_culling (TestState *state)
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
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CoglTextureVertex verts[4];
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cogl_set_source (material);
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cogl_set_source (pipeline);
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memset (verts, 0, sizeof (verts));
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle (x1, y1, x2, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture with flipped texcoords */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
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1.0, 0.0, 0.0, 1.0);
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@ -116,13 +114,17 @@ do_test_backface_culling (TestState *state)
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle (x2, y1, x1, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture polygon */
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/* If the texture is sliced then cogl_polygon doesn't work so
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we'll just use a solid color instead */
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if (cogl_texture_is_sliced (state->texture))
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cogl_set_source_color4ub (255, 0, 0, 255);
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/* Draw a front-facing polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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@ -131,13 +133,12 @@ do_test_backface_culling (TestState *state)
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_material_set_layer (material, 0, state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture polygon */
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/* Draw a back-facing polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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@ -146,7 +147,6 @@ do_test_backface_culling (TestState *state)
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_material_set_layer (material, 0, state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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@ -162,60 +162,57 @@ do_test_backface_culling (TestState *state)
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cogl_set_backface_culling_enabled (FALSE);
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}
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cogl_handle_unref (material);
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cogl_object_unref (pipeline);
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cogl_pop_matrix ();
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}
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static void
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validate_result (int y_offset)
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{
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/* Front-facing texture */
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g_assert (validate_part (0, 0, TRUE));
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g_assert (validate_part (0, y_offset + 0, TRUE));
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 0, TRUE));
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g_assert (validate_part (1, y_offset + 0, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (2, 0, FALSE));
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g_assert (validate_part (2, y_offset + 0, FALSE));
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/* Front-facing texture polygon */
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g_assert (validate_part (3, 0, TRUE));
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g_assert (validate_part (3, y_offset + 0, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (4, 0, FALSE));
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g_assert (validate_part (4, y_offset + 0, FALSE));
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/* Regular rectangle */
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g_assert (validate_part (5, 0, TRUE));
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g_assert (validate_part (5, y_offset + 0, TRUE));
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/* Backface culling disabled - everything should be shown */
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/* Front-facing texture */
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g_assert (validate_part (0, 1, TRUE));
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g_assert (validate_part (0, y_offset + 1, TRUE));
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 1, TRUE));
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g_assert (validate_part (1, y_offset + 1, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (2, 1, TRUE));
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g_assert (validate_part (2, y_offset + 1, TRUE));
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/* Front-facing texture polygon */
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g_assert (validate_part (3, 1, TRUE));
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g_assert (validate_part (3, y_offset + 1, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (4, 1, TRUE));
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g_assert (validate_part (4, y_offset + 1, TRUE));
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/* Regular rectangle */
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g_assert (validate_part (5, 1, TRUE));
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g_assert (validate_part (5, y_offset + 1, TRUE));
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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paint (TestState *state)
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{
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CoglColor clr;
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float stage_viewport[4];
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CoglMatrix stage_projection;
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CoglMatrix stage_modelview;
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cogl_color_init_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
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do_test_backface_culling (state);
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/* Since we are going to repeat the test rendering offscreen we clear the
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* stage, just to minimize the chance of a some other bug causing us
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* mistakenly reading back the results from the stage and giving a false
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* posistive. */
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cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
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paint_test_backface_culling (state);
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/*
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* Now repeat the test but rendered to an offscreen framebuffer...
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* Now repeat the test but rendered to an offscreen
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* framebuffer. Note that by default the conformance tests are
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* always run to an offscreen buffer but we might as well have this
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* check anyway in case it is being run with COGL_TEST_ONSCREEN=1
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*/
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cogl_get_viewport (stage_viewport);
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@ -224,8 +221,6 @@ on_paint (ClutterActor *actor, TestState *state)
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cogl_push_framebuffer (state->offscreen);
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cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
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cogl_set_viewport (stage_viewport[0],
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stage_viewport[1],
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stage_viewport[2],
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@ -233,27 +228,21 @@ on_paint (ClutterActor *actor, TestState *state)
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cogl_set_projection_matrix (&stage_projection);
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cogl_set_modelview_matrix (&stage_modelview);
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do_test_backface_culling (state);
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paint_test_backface_culling (state);
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cogl_pop_framebuffer ();
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/* Incase we want feedback of what was drawn offscreen we draw it
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* to the stage... */
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cogl_set_source_texture (state->offscreen_tex);
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cogl_rectangle (0, 0, stage_viewport[2], stage_viewport[3]);
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cogl_rectangle (0, TEXTURE_RENDER_SIZE * 2,
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stage_viewport[2],
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stage_viewport[3] + TEXTURE_RENDER_SIZE * 2);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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validate_result (0);
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validate_result (2);
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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cogl_framebuffer_swap_buffers (state->fb);
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}
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static CoglHandle
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@ -274,7 +263,7 @@ make_texture (void)
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_TEXTURE_NONE,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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@ -289,47 +278,27 @@ void
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test_cogl_backface_culling (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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TestState state;
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CoglHandle tex;
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ClutterActor *stage;
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float stage_width;
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float stage_height;
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const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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ClutterActor *group;
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unsigned int idle_source;
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stage = clutter_stage_get_default ();
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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state.fb = shared_state->fb;
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state.width = cogl_framebuffer_get_width (shared_state->fb);
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state.height = cogl_framebuffer_get_height (shared_state->fb);
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state.offscreen = COGL_INVALID_HANDLE;
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state.texture = make_texture ();
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tex = cogl_texture_new_with_size (stage_width, stage_height,
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tex = cogl_texture_new_with_size (state.width, state.height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY); /* internal fmt */
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state.offscreen = cogl_offscreen_new_to_texture (tex);
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state.offscreen_tex = tex;
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint (&state);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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cogl_handle_unref (state.offscreen);
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cogl_object_unref (state.offscreen);
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cogl_handle_unref (state.offscreen_tex);
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cogl_handle_unref (state.texture);
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@ -132,7 +132,6 @@ main (int argc, char **argv)
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UNPORTED_TEST ("/cogl", test_cogl_object);
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UNPORTED_TEST ("/cogl", test_cogl_fixed);
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UNPORTED_TEST ("/cogl", test_cogl_backface_culling);
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UNPORTED_TEST ("/cogl", test_cogl_materials);
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UNPORTED_TEST ("/cogl", test_cogl_pipeline_user_matrix);
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UNPORTED_TEST ("/cogl", test_cogl_blend_strings);
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@ -141,6 +140,7 @@ main (int argc, char **argv)
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UNPORTED_TEST ("/cogl", test_cogl_path);
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ADD_TEST ("/cogl", test_cogl_depth_test);
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ADD_TEST ("/cogl", test_cogl_color_mask);
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ADD_TEST ("/cogl", test_cogl_backface_culling);
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UNPORTED_TEST ("/cogl/texture", test_cogl_npot_texture);
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UNPORTED_TEST ("/cogl/texture", test_cogl_multitexture);
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