The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.
This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
This adds a simple conformance test which sets up a few shader effects
using both the old style with clutter_shader_effect_set_source and the
new style by overriding get_static_shader_source. The effects are then
verified to confirm that they drew the right pixel colour.
https://bugzilla.gnome.org/show_bug.cgi?id=660512
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds a conformance test for redirecting offscreen. It verifies
that the redirected actor has the right paint opacity, that it gets
redrawn only when the image cache needs to be invalidated and that it
ends up with the right appearance.
On win32, test scripts are created with a .exe extension.
Under mingw, a .exe script is launched in 16 bit compatibility mode (through
ntvdm), and so it just does not run.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2619
This adds a conformance test which creates a lot of textures with
increasing size and destroys them again a number of times in order to
cause a few atlas migrations. The last time the textures are created
they are all read back and the data is verified to confirm that the
atlas migration successfully preserved the data.
This adds a conformance test which paints using a pipeline that has
two layers containing textures. Each layer has a different user
matrix. When the two layers are combined with the right matrices then
all of the colors end up white. The test then verifies this by reading
back the pixels.
This creates a material which users a layer to override the color of
the rectangle. A simple vertex shader is then created which just
emulates the fixed function pipeline. No fragment shader is
added. This demonstrates a bug where the layer state is getting
ignored when a vertex shader is in use.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2221
Previously in the tests/tools directory we build a disable-npots
library which was used as an LD_PRELOAD to trick Cogl in to thinking
there is no NPOT texture extension. This is a little awkward to use so
it seems much simpler to just define a COGL_DEBUG option to disable
npot textures.
They are generated at configure time, so it's a good idea to have them
in the main ignore file instead of adding them to the built ignore files
under tests.
The TODO() macro for adding new tests to the test suite has always meant
to be implemented like the TODO block in Test::More, i.e. a test that is
assumed to fail, and which warns if it unexpectedly succeeds.
Since GTest lacks the expressivity of Test::More, the implementation
just verifies that the tests marked as TODO actually fail, and will fail
if they happen to succeed - at which point the developer will have to
change the macro to SIMPLE or SKIP.
Even if gtester-report doesn't use that information (yet), we should
store the revision of Clutter that generated the report, and the date in
which the test suite was ran.
Instead of trying to run ./test-conformance with the -l option to
generate a list of available tests it now runs sed on the
test-conform-main.c file instead. Running the generated executable is
a pain for cross-compiling so it would be nice to avoid it unless it's
absolutely necessary. Although you could tell people who are cross
compiling to just disable the conformance tests, this seems a shame
because they could still be useful along with the wrappers for example
if the cross compile is built to a shared network folder where the
tests can be run on the actual device.
The sed script is a little more ugly than it could be because it tries
to avoid using the GNU extensions '\+' and '\|'.
The script ends up placing restrictions on the format of the C file
because the tests must all be listed on one line each. There is now a
comment to explain this. Hopefully the trade off is worth it.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2363
This creates a 3D texture with different colors on all of the images
and renders it using a VBO to verify that the texture coordinates can
select all of the images.
This verifies that calling cogl_texture_get_data returns the same data
uploaded to the texture. The bottom quarter of the texture is replaced
using cogl_texture_set_region. It tries creating the texture with
different sizes and flags in the hope that it will hit different
texture backends.
The report generation was broken by the split of the various test units;
also, we were using GTest in a way that's not really sanctioned by
upstream.
This commit tries to re-use the targets from GLib's Makefile rules while
compensating for our own set up.
I was fed up to cd into the tests/conform or tests/interactive directories
to launch a specific test. Now, with the power the abs_ variants of
builddir and srcdir we can run specific test from any directory.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2159
The -rdynamic linker option is specific to ELF so it was breaking
builds on systems with other object formats such as Windows and
Solaris. This patch replaces that option with -export-dynamic which is
a portable libtool option which should do the right thing on each
platform.
http://bugzilla.clutter-project.org/show_bug.cgi?id=1930
This adds a separate variable name "CLUTTER_SONAME_INFIX" to define the
infix for the clutter library that gets linked. Currently the WINSYS
corresponds to the directory we enter when building to compile the
window system and input support, but it is desirable to be able to
define multiple flavours that use the same WINSYS but should result in
different library names.
For example we are planning to combine the eglx and eglnative window
systems into one "egl" winsys but we will need to preserve the current
library names for the eglx and eglnative flavours.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
This adds a boolean "pick-with-alpha" property to ClutterTexture and when
true, it will use the textures alpha channel to define the actors shape when
picking.
Users should be aware that it's a bit more expensive to pick textures like
this (so probably best not to blindly enable it on *all* your textures)
since it implies rasterizing the texture during picking whereas we would
otherwise just send a solid filled quad to the GPU. It will also interrupt
the internal batching of geometry for pick renders which can otherwise often
be done in a single draw call.
This adds a simple test for ClutterCairoTexture that draws two
rectangles to the cairo surface in an idle callback and then verifies
that they appeared at the right colours in the paint callback. If that
succeeds then the second time the idle callback is invoked it will
replace one of the rectangles with a sub region update and the
following paint callback will again verify the rectangles.
Instead of asking gtester to run ./test-conformance directly we now tell
it to run a list of wrapper scripts. This results in each test being
spawned in a separate process avoiding leakage of state between tests
which has been a big problem with the conformance tests for quite a
while now.
This renders a texture using different combinations of wrap modes for
the s and t coordinates and then verifies that the expected wrapping
is acheived. The texture is drawn using rectangles, polygons and
vbos. There is also code to test a rectangle using an atlased texture
(which should test the manual repeating) however the validation for
this is currently disabled because it doesn't work.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063