#include #include #include "test-utils.h" typedef struct _TestState { int dummy; } TestState; static void paint_legacy (TestState *state) { CoglHandle material = cogl_material_new (); CoglColor color; GError *error = NULL; CoglHandle shader, program; cogl_color_init_from_4ub (&color, 0, 0, 0, 255); cogl_clear (&color, COGL_BUFFER_BIT_COLOR); /* Set the primary vertex color as red */ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff); cogl_material_set_color (material, &color); /* Override the vertex color in the texture environment with a constant green color */ cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff); cogl_material_set_layer_combine_constant (material, 0, &color); if (!cogl_material_set_layer_combine (material, 0, "RGBA=REPLACE(CONSTANT)", &error)) { g_warning ("Error setting blend constant: %s", error->message); g_assert_not_reached (); } /* Set up a dummy vertex shader that does nothing but the usual fixed function transform */ shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX); cogl_shader_source (shader, "void\n" "main ()\n" "{\n" " cogl_position_out = " "cogl_modelview_projection_matrix * " "cogl_position_in;\n" " cogl_color_out = cogl_color_in;\n" "}\n"); cogl_shader_compile (shader); if (!cogl_shader_is_compiled (shader)) { char *log = cogl_shader_get_info_log (shader); g_warning ("Shader compilation failed:\n%s", log); g_free (log); g_assert_not_reached (); } program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_program_link (program); cogl_handle_unref (shader); /* Draw something using the material */ cogl_set_source (material); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_program_use (program); cogl_rectangle (50, 0, 100, 50); cogl_program_use (COGL_INVALID_HANDLE); cogl_handle_unref (material); cogl_handle_unref (program); } static void paint (TestState *state) { CoglPipeline *pipeline = cogl_pipeline_new (); CoglColor color; GError *error = NULL; CoglHandle shader, program; cogl_color_init_from_4ub (&color, 0, 0, 0, 255); cogl_clear (&color, COGL_BUFFER_BIT_COLOR); /* Set the primary vertex color as red */ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff); cogl_pipeline_set_color (pipeline, &color); /* Override the vertex color in the texture environment with a constant green color */ cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff); cogl_pipeline_set_layer_combine_constant (pipeline, 0, &color); if (!cogl_pipeline_set_layer_combine (pipeline, 0, "RGBA=REPLACE(CONSTANT)", &error)) { g_warning ("Error setting blend constant: %s", error->message); g_assert_not_reached (); } /* Set up a dummy vertex shader that does nothing but the usual fixed function transform */ shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX); cogl_shader_source (shader, "void\n" "main ()\n" "{\n" " cogl_position_out = " "cogl_modelview_projection_matrix * " "cogl_position_in;\n" " cogl_color_out = cogl_color_in;\n" "}\n"); cogl_shader_compile (shader); if (!cogl_shader_is_compiled (shader)) { char *log = cogl_shader_get_info_log (shader); g_warning ("Shader compilation failed:\n%s", log); g_free (log); g_assert_not_reached (); } program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_program_link (program); cogl_handle_unref (shader); /* Draw something without the program */ cogl_set_source (pipeline); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_pipeline_set_user_program (pipeline, program); cogl_handle_unref (program); cogl_rectangle (50, 0, 100, 50); cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE); cogl_object_unref (pipeline); } static void check_pixel (int x, int y, guint8 r, guint8 g, guint8 b) { guint32 pixel; char *screen_pixel; char *intended_pixel; cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, (guint8 *) &pixel); screen_pixel = g_strdup_printf ("#%06x", GUINT32_FROM_BE (pixel) >> 8); intended_pixel = g_strdup_printf ("#%02x%02x%02x", r, g, b); g_assert_cmpstr (screen_pixel, ==, intended_pixel); g_free (screen_pixel); g_free (intended_pixel); } static void validate_result (void) { /* Non-shader version */ check_pixel (25, 25, 0, 0xff, 0); /* Shader version */ check_pixel (75, 25, 0, 0xff, 0); } void test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture, void *data) { TestUtilsSharedState *shared_state = data; TestState state; cogl_ortho (0, cogl_framebuffer_get_width (shared_state->fb), /* left, right */ cogl_framebuffer_get_height (shared_state->fb), 0, /* bottom, top */ -1, 100 /* z near, far */); /* If shaders aren't supported then we can't run the test */ if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL)) { paint_legacy (&state); validate_result (); paint (&state); validate_result (); if (g_test_verbose ()) g_print ("OK\n"); } else if (g_test_verbose ()) g_print ("Skipping\n"); }