#include #include #include #include "test-declarations.h" #include "test-utils.h" typedef struct _TestState { CoglTexture *offscreen_texture; CoglOffscreen *offscreen; CoglGLES2Context *gles2_ctx; const CoglGLES2Vtable *gles2; } TestState; static void test_push_pop_single_context (void) { CoglTexture *offscreen_texture; CoglOffscreen *offscreen; CoglPipeline *pipeline; CoglGLES2Context *gles2_ctx; const CoglGLES2Vtable *gles2; GError *error = NULL; offscreen_texture = cogl_texture_2d_new_with_size (test_ctx, cogl_framebuffer_get_width (test_fb), cogl_framebuffer_get_height (test_fb)); offscreen = cogl_offscreen_new_with_texture (offscreen_texture); pipeline = cogl_pipeline_new (test_ctx); cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture); gles2_ctx = cogl_gles2_context_new (test_ctx, &error); if (!gles2_ctx) g_error ("Failed to create GLES2 context: %s\n", error->message); gles2 = cogl_gles2_context_get_vtable (gles2_ctx); /* Clear onscreen to 0xffff00 using GLES2 */ if (!cogl_push_gles2_context (test_ctx, gles2_ctx, test_fb, test_fb, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glClearColor (1, 1, 0, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xffff00ff); /* Clear offscreen to 0xff0000 using GLES2 and then copy the result * onscreen. * * If we fail to bind the new context here then we'd probably end up * clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen * instead. */ if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, offscreen, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glClearColor (1, 0, 0, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); cogl_pop_gles2_context (test_ctx); cogl_framebuffer_draw_rectangle (test_fb, pipeline, -1, 1, 1, -1); /* NB: Cogl doesn't automatically support mid-scene modifications * of textures and so we explicitly flush the drawn rectangle to the * framebuffer now otherwise it may be batched until after the * offscreen texture has been modified again. */ cogl_flush (); /* Clear the offscreen framebuffer to blue using GLES2 before * reading back from the onscreen framebuffer in case we mistakenly * read from the offscreen framebuffer and get a false positive */ if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, offscreen, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glClearColor (0, 0, 1, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff); /* Now copy the offscreen blue clear to the onscreen framebufer and * check that too */ cogl_framebuffer_draw_rectangle (test_fb, pipeline, -1, 1, 1, -1); test_utils_check_pixel (test_fb, 0, 0, 0x0000ffff); if (!cogl_push_gles2_context (test_ctx, gles2_ctx, test_fb, test_fb, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glClearColor (1, 0, 1, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xff00ffff); cogl_object_unref (gles2_ctx); cogl_object_unref (pipeline); } static void create_gles2_context (CoglTexture **offscreen_texture, CoglOffscreen **offscreen, CoglPipeline **pipeline, CoglGLES2Context **gles2_ctx, const CoglGLES2Vtable **gles2) { GError *error = NULL; *offscreen_texture = cogl_texture_2d_new_with_size (test_ctx, cogl_framebuffer_get_width (test_fb), cogl_framebuffer_get_height (test_fb)); *offscreen = cogl_offscreen_new_with_texture (*offscreen_texture); *pipeline = cogl_pipeline_new (test_ctx); cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture); *gles2_ctx = cogl_gles2_context_new (test_ctx, &error); if (!*gles2_ctx) g_error ("Failed to create GLES2 context: %s\n", error->message); *gles2 = cogl_gles2_context_get_vtable (*gles2_ctx); } static void test_push_pop_multi_context (void) { CoglTexture *offscreen_texture0; CoglOffscreen *offscreen0; CoglPipeline *pipeline0; CoglGLES2Context *gles2_ctx0; const CoglGLES2Vtable *gles20; CoglTexture *offscreen_texture1; CoglOffscreen *offscreen1; CoglPipeline *pipeline1; CoglGLES2Context *gles2_ctx1; const CoglGLES2Vtable *gles21; GError *error = NULL; create_gles2_context (&offscreen_texture0, &offscreen0, &pipeline0, &gles2_ctx0, &gles20); create_gles2_context (&offscreen_texture1, &offscreen1, &pipeline1, &gles2_ctx1, &gles21); cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1); if (!cogl_push_gles2_context (test_ctx, gles2_ctx0, offscreen0, offscreen0, &error)) { g_error ("Failed to push gles2 context 0: %s\n", error->message); } gles20->glClearColor (1, 0, 0, 1); gles20->glClear (GL_COLOR_BUFFER_BIT); if (!cogl_push_gles2_context (test_ctx, gles2_ctx1, offscreen1, offscreen1, &error)) { g_error ("Failed to push gles2 context 1: %s\n", error->message); } gles21->glClearColor (0, 1, 0, 1); gles21->glClear (GL_COLOR_BUFFER_BIT); cogl_pop_gles2_context (test_ctx); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xffffffff); cogl_framebuffer_draw_rectangle (test_fb, pipeline0, -1, 1, 1, -1); test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff); cogl_framebuffer_draw_rectangle (test_fb, pipeline1, -1, 1, 1, -1); test_utils_check_pixel (test_fb, 0, 0, 0x00ff00ff); } static GLuint create_gles2_framebuffer (const CoglGLES2Vtable *gles2, int width, int height) { GLuint texture_handle; GLuint fbo_handle; GLenum status; gles2->glGenTextures (1, &texture_handle); gles2->glGenFramebuffers (1, &fbo_handle); gles2->glBindTexture (GL_TEXTURE_2D, texture_handle); gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); gles2->glBindTexture (GL_TEXTURE_2D, 0); gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle); gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_handle, 0); status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER); if (cogl_test_verbose ()) g_print ("status for gles2 framebuffer = 0x%x %s\n", status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)"); gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0); return fbo_handle; } static void test_gles2_read_pixels (void) { CoglTexture *offscreen_texture; CoglOffscreen *offscreen; CoglPipeline *pipeline; CoglGLES2Context *gles2_ctx; const CoglGLES2Vtable *gles2; GError *error = NULL; GLubyte pixel[4]; GLuint fbo_handle; create_gles2_context (&offscreen_texture, &offscreen, &pipeline, &gles2_ctx, &gles2); cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1); if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, offscreen, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glClearColor (1, 0, 0, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); test_utils_compare_pixel (pixel, 0xff0000ff); fbo_handle = create_gles2_framebuffer (gles2, 256, 256); gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle); gles2->glClearColor (0, 1, 0, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); test_utils_compare_pixel (pixel, 0x00ff00ff); gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0); gles2->glClearColor (0, 1, 1, 1); gles2->glClear (GL_COLOR_BUFFER_BIT); gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); test_utils_compare_pixel (pixel, 0x00ffffff); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xffffffff); /* Bind different read and write buffers */ if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, test_fb, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); test_utils_compare_pixel (pixel, 0x00ffffff); cogl_pop_gles2_context (test_ctx); test_utils_check_pixel (test_fb, 0, 0, 0xffffffff); /* Bind different read and write buffers (the other way around from * before so when we test with COGL_TEST_ONSCREEN=1 we will read * from an onscreen framebuffer) */ if (!cogl_push_gles2_context (test_ctx, gles2_ctx, test_fb, offscreen, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); test_utils_compare_pixel (pixel, 0xffffffff); cogl_pop_gles2_context (test_ctx); } void test_gles2_context (void) { test_push_pop_single_context (); test_push_pop_multi_context (); test_gles2_read_pixels (); if (cogl_test_verbose ()) g_print ("OK\n"); } static GLuint create_shader (const CoglGLES2Vtable *gles2, GLenum type, const char *source) { GLuint shader; GLint status; int length = strlen (source); shader = gles2->glCreateShader (type); gles2->glShaderSource (shader, 1, &source, &length); gles2->glCompileShader (shader); gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status); if (!status) { char buf[512]; gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf); g_error ("Shader compilation failed:\n%s", buf); } return shader; } static GLuint create_program (const CoglGLES2Vtable *gles2, const char *vertex_shader_source, const char *fragment_shader_source) { GLuint fragment_shader, vertex_shader, program; GLint status; vertex_shader = create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source); fragment_shader = create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source); program = gles2->glCreateProgram (); gles2->glAttachShader (program, vertex_shader); gles2->glAttachShader (program, fragment_shader); gles2->glLinkProgram (program); gles2->glGetProgramiv (program, GL_LINK_STATUS, &status); if (!status) { char buf[512]; gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf); g_error ("Program linking failed:\n%s", buf); } return program; } typedef struct { const CoglGLES2Vtable *gles2; GLint color_location; GLint pos_location; int fb_width, fb_height; } PaintData; typedef void (* PaintMethod) (PaintData *data); /* Top vertices are counter-clockwise */ static const float top_vertices[] = { -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f }; /* Bottom vertices are clockwise */ static const float bottom_vertices[] = { 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, -1.0f }; static void paint_quads (PaintData *data) { const CoglGLES2Vtable *gles2 = data->gles2; gles2->glEnableVertexAttribArray (data->pos_location); /* Paint the top half in red */ gles2->glUniform4f (data->color_location, 1.0f, 0.0f, 0.0f, 1.0f); gles2->glVertexAttribPointer (data->pos_location, 2, /* size */ GL_FLOAT, GL_FALSE, /* not normalized */ sizeof (float) * 2, top_vertices); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); /* Paint the bottom half in blue */ gles2->glUniform4f (data->color_location, 0.0f, 0.0f, 1.0f, 1.0f); gles2->glVertexAttribPointer (data->pos_location, 2, /* size */ GL_FLOAT, GL_FALSE, /* not normalized */ sizeof (float) * 2, bottom_vertices); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } static void paint_viewport (PaintData *data) { const CoglGLES2Vtable *gles2 = data->gles2; int viewport[4]; /* Vertices to fill the entire framebuffer */ static const float vertices[] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f }; gles2->glEnableVertexAttribArray (data->pos_location); gles2->glVertexAttribPointer (data->pos_location, 2, /* size */ GL_FLOAT, GL_FALSE, /* not normalized */ sizeof (float) * 2, vertices); /* Paint the top half in red */ gles2->glViewport (0, data->fb_height / 2, data->fb_width, data->fb_height / 2); gles2->glUniform4f (data->color_location, 1.0f, 0.0f, 0.0f, 1.0f); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); /* Paint the bottom half in blue */ gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2); gles2->glUniform4f (data->color_location, 0.0f, 0.0f, 1.0f, 1.0f); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); gles2->glGetIntegerv (GL_VIEWPORT, viewport); g_assert_cmpint (viewport[0], ==, 0.0f); g_assert_cmpint (viewport[1], ==, 0.0f); g_assert_cmpint (viewport[2], ==, data->fb_width); g_assert_cmpint (viewport[3], ==, data->fb_height / 2); } static void paint_scissor (PaintData *data) { const CoglGLES2Vtable *gles2 = data->gles2; float scissor[4]; gles2->glEnable (GL_SCISSOR_TEST); /* Paint the top half in red */ gles2->glScissor (0, data->fb_height / 2, data->fb_width, data->fb_height / 2); gles2->glClearColor (1.0, 0.0, 0.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); /* Paint the bottom half in blue */ gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2); gles2->glClearColor (0.0, 0.0, 1.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); gles2->glGetFloatv (GL_SCISSOR_BOX, scissor); g_assert_cmpfloat (scissor[0], ==, 0.0f); g_assert_cmpfloat (scissor[1], ==, 0.0f); g_assert_cmpfloat (scissor[2], ==, data->fb_width); g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2); } static void paint_cull (PaintData *data) { const CoglGLES2Vtable *gles2 = data->gles2; GLint front_face; int i; gles2->glEnableVertexAttribArray (data->pos_location); gles2->glEnable (GL_CULL_FACE); /* First time round we'll use GL_CCW as the front face so that the * bottom quad will be culled */ gles2->glFrontFace (GL_CCW); gles2->glUniform4f (data->color_location, 1.0f, 0.0f, 0.0f, 1.0f); gles2->glGetIntegerv (GL_FRONT_FACE, &front_face); g_assert_cmpint (front_face, ==, GL_CCW); for (i = 0; i < 2; i++) { /* Paint both quads in the same color. One of these will be * culled */ gles2->glVertexAttribPointer (data->pos_location, 2, /* size */ GL_FLOAT, GL_FALSE, /* not normalized */ sizeof (float) * 2, top_vertices); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); gles2->glVertexAttribPointer (data->pos_location, 2, /* size */ GL_FLOAT, GL_FALSE, /* not normalized */ sizeof (float) * 2, bottom_vertices); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); /* Second time round we'll use GL_CW as the front face so that the * top quad will be culled */ gles2->glFrontFace (GL_CW); gles2->glUniform4f (data->color_location, 0.0f, 0.0f, 1.0f, 1.0f); gles2->glGetIntegerv (GL_FRONT_FACE, &front_face); g_assert_cmpint (front_face, ==, GL_CW); } } static void verify_read_pixels (const PaintData *data) { int stride = data->fb_width * 4; uint8_t *buf = g_malloc (data->fb_height * stride); data->gles2->glReadPixels (0, 0, /* x/y */ data->fb_width, data->fb_height, GL_RGBA, GL_UNSIGNED_BYTE, buf); /* In GL, the lines earlier in the buffer are the bottom */ /* Bottom should be blue */ test_utils_compare_pixel (buf + data->fb_width / 2 * 4 + data->fb_height / 4 * stride, 0x0000ffff); /* Top should be red */ test_utils_compare_pixel (buf + data->fb_width / 2 * 4 + data->fb_height * 3 / 4 * stride, 0xff0000ff); g_free (buf); } void test_gles2_context_fbo (void) { static const char vertex_shader_source[] = "attribute vec2 pos;\n" "\n" "void\n" "main ()\n" "{\n" " gl_Position = vec4 (pos, 0.0, 1.0);\n" "}\n"; static const char fragment_shader_source[] = "precision mediump float;\n" "uniform vec4 color;\n" "\n" "void\n" "main ()\n" "{\n" " gl_FragColor = color;\n" "}\n"; static const PaintMethod paint_methods[] = { paint_quads, paint_viewport, paint_scissor, paint_cull }; int i; PaintData data; data.fb_width = cogl_framebuffer_get_width (test_fb); data.fb_height = cogl_framebuffer_get_height (test_fb); for (i = 0; i < G_N_ELEMENTS (paint_methods); i++) { CoglTexture *offscreen_texture; CoglOffscreen *offscreen; CoglPipeline *pipeline; CoglGLES2Context *gles2_ctx; GLuint program; GError *error = NULL; create_gles2_context (&offscreen_texture, &offscreen, &pipeline, &gles2_ctx, &data.gles2); if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, offscreen, &error)) g_error ("Failed to push gles2 context: %s\n", error->message); program = create_program (data.gles2, vertex_shader_source, fragment_shader_source); data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0); data.gles2->glClear (GL_COLOR_BUFFER_BIT); data.gles2->glUseProgram (program); data.color_location = data.gles2->glGetUniformLocation (program, "color"); if (data.color_location == -1) g_error ("Couldn't find ‘color’ uniform"); data.pos_location = data.gles2->glGetAttribLocation (program, "pos"); if (data.pos_location == -1) g_error ("Couldn't find ‘pos’ attribute"); paint_methods[i] (&data); verify_read_pixels (&data); cogl_pop_gles2_context (test_ctx); cogl_object_unref (offscreen); cogl_object_unref (gles2_ctx); cogl_framebuffer_draw_rectangle (test_fb, pipeline, -1.0f, 1.0f, 1.0f, -1.0f); cogl_object_unref (pipeline); cogl_object_unref (offscreen_texture); /* Top half of the framebuffer should be red */ test_utils_check_pixel (test_fb, data.fb_width / 2, data.fb_height / 4, 0xff0000ff); /* Bottom half should be blue */ test_utils_check_pixel (test_fb, data.fb_width / 2, data.fb_height * 3 / 4, 0x0000ffff); } } /* Position to draw a rectangle in. The top half of this rectangle * will be red, and the bottom will be blue */ #define RECTANGLE_DRAW_X 10 #define RECTANGLE_DRAW_Y 15 /* Position to copy the rectangle to in the destination texture */ #define RECTANGLE_COPY_X 110 #define RECTANGLE_COPY_Y 115 #define RECTANGLE_WIDTH 30 #define RECTANGLE_HEIGHT 40 static void verify_region (const CoglGLES2Vtable *gles2, int x, int y, int width, int height, uint32_t expected_pixel) { uint8_t *buf, *p; buf = g_malloc (width * height * 4); gles2->glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buf); for (p = buf + width * height * 4; p > buf; p -= 4) test_utils_compare_pixel (p - 4, expected_pixel); g_free (buf); } void test_gles2_context_copy_tex_image (void) { static const char vertex_shader_source[] = "attribute vec2 pos;\n" "attribute vec2 tex_coord_attrib;\n" "varying vec2 tex_coord_varying;\n" "\n" "void\n" "main ()\n" "{\n" " gl_Position = vec4 (pos, 0.0, 1.0);\n" " tex_coord_varying = tex_coord_attrib;\n" "}\n"; static const char fragment_shader_source[] = "precision mediump float;\n" "varying vec2 tex_coord_varying;\n" "uniform sampler2D tex;\n" "\n" "void\n" "main ()\n" "{\n" " gl_FragColor = texture2D (tex, tex_coord_varying);\n" "}\n"; static const float verts[] = { -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; int fb_width = cogl_framebuffer_get_width (test_fb); int fb_height = cogl_framebuffer_get_height (test_fb); CoglTexture *offscreen_texture; CoglOffscreen *offscreen; CoglPipeline *pipeline; CoglGLES2Context *gles2_ctx; const CoglGLES2Vtable *gles2; GError *error = NULL; GLuint tex; GLint tex_uniform_location; GLint pos_location; GLint tex_coord_location; GLuint program; create_gles2_context (&offscreen_texture, &offscreen, &pipeline, &gles2_ctx, &gles2); if (!cogl_push_gles2_context (test_ctx, gles2_ctx, offscreen, offscreen, &error)) g_error ("Failed to push gles2 context: %s\n", error->message); gles2->glClearColor (1.0, 1.0, 0.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); /* Draw a rectangle using clear and the scissor so that we don't * have to create a shader */ gles2->glEnable (GL_SCISSOR_TEST); /* Top half red */ gles2->glScissor (RECTANGLE_DRAW_X, RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2); gles2->glClearColor (1.0, 0.0, 0.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); /* Bottom half blue */ gles2->glScissor (RECTANGLE_DRAW_X, RECTANGLE_DRAW_Y, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2); gles2->glClearColor (0.0, 0.0, 1.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); /* Draw where the rectangle would be if the coordinates were flipped * in white to make it obvious that that is the problem if the * assertion fails */ gles2->glScissor (RECTANGLE_DRAW_X, fb_width - (RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT), RECTANGLE_WIDTH, RECTANGLE_HEIGHT); gles2->glClearColor (1.0, 1.0, 1.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); gles2->glDisable (GL_SCISSOR_TEST); /* Create a texture */ gles2->glGenTextures (1, &tex); gles2->glBindTexture (GL_TEXTURE_2D, tex); gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Copy the entire framebuffer into the texture */ gles2->glCopyTexImage2D (GL_TEXTURE_2D, 0, /* level */ GL_RGBA, 0, 0, /* x/y */ fb_width, fb_height, 0 /* border */); /* Copy the rectangle into another part of the texture */ gles2->glCopyTexSubImage2D (GL_TEXTURE_2D, 0, /* level */ RECTANGLE_COPY_X, RECTANGLE_COPY_Y, RECTANGLE_DRAW_X, RECTANGLE_DRAW_Y, RECTANGLE_WIDTH, RECTANGLE_HEIGHT); /* Clear the framebuffer to make the test more thorough */ gles2->glClearColor (1.0, 1.0, 0.0, 1.0); gles2->glClear (GL_COLOR_BUFFER_BIT); /* Create a program to render the texture */ program = create_program (gles2, vertex_shader_source, fragment_shader_source); pos_location = gles2->glGetAttribLocation (program, "pos"); if (pos_location == -1) g_error ("Couldn't find ‘pos’ attribute"); tex_coord_location = gles2->glGetAttribLocation (program, "tex_coord_attrib"); if (tex_coord_location == -1) g_error ("Couldn't find ‘tex_coord_attrib’ attribute"); tex_uniform_location = gles2->glGetUniformLocation (program, "tex"); if (tex_uniform_location == -1) g_error ("Couldn't find ‘tex’ uniform"); gles2->glUseProgram (program); gles2->glUniform1i (tex_uniform_location, 0); /* Render the texture to fill the framebuffer */ gles2->glEnableVertexAttribArray (pos_location); gles2->glVertexAttribPointer (pos_location, 2, /* n_components */ GL_FLOAT, FALSE, /* normalized */ sizeof (float) * 4, verts); gles2->glEnableVertexAttribArray (tex_coord_location); gles2->glVertexAttribPointer (tex_coord_location, 2, /* n_components */ GL_FLOAT, FALSE, /* normalized */ sizeof (float) * 4, verts + 2); gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); /* Verify top of drawn rectangle is red */ verify_region (gles2, RECTANGLE_DRAW_X, RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2, 0xff0000ff); /* Verify bottom of drawn rectangle is blue */ verify_region (gles2, RECTANGLE_DRAW_X, RECTANGLE_DRAW_Y, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2, 0x0000ffff); /* Verify top of copied rectangle is red */ verify_region (gles2, RECTANGLE_COPY_X, RECTANGLE_COPY_Y + RECTANGLE_HEIGHT / 2, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2, 0xff0000ff); /* Verify bottom of copied rectangle is blue */ verify_region (gles2, RECTANGLE_COPY_X, RECTANGLE_COPY_Y, RECTANGLE_WIDTH, RECTANGLE_HEIGHT / 2, 0x0000ffff); cogl_pop_gles2_context (test_ctx); cogl_object_unref (offscreen); cogl_object_unref (gles2_ctx); cogl_object_unref (pipeline); cogl_object_unref (offscreen_texture); }