#include #include "test-conform-common.h" typedef struct _FooActor FooActor; typedef struct _FooActorClass FooActorClass; struct _FooActorClass { ClutterActorClass parent_class; }; struct _FooActor { ClutterActor parent; guint8 last_paint_opacity; int paint_count; }; typedef struct { ClutterActor *stage; FooActor *foo_actor; ClutterActor *parent_container; ClutterActor *container; ClutterActor *child; ClutterActor *unrelated_actor; } Data; GType foo_actor_get_type (void) G_GNUC_CONST; G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR); static gboolean group_has_overlaps; static void foo_actor_paint (ClutterActor *actor) { FooActor *foo_actor = (FooActor *) actor; ClutterActorBox allocation; foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor); foo_actor->paint_count++; clutter_actor_get_allocation_box (actor, &allocation); /* Paint a red rectangle with the right opacity */ cogl_set_source_color4ub (255, 0, 0, foo_actor->last_paint_opacity); cogl_rectangle (allocation.x1, allocation.y1, allocation.x2, allocation.y2); } static gboolean foo_actor_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { return clutter_paint_volume_set_from_allocation (volume, actor); } static gboolean foo_actor_has_overlaps (ClutterActor *actor) { return FALSE; } static void foo_actor_class_init (FooActorClass *klass) { ClutterActorClass *actor_class = (ClutterActorClass *) klass; actor_class->paint = foo_actor_paint; actor_class->get_paint_volume = foo_actor_get_paint_volume; actor_class->has_overlaps = foo_actor_has_overlaps; } static void foo_actor_init (FooActor *self) { } typedef struct _FooGroup FooGroup; typedef struct _FooGroupClass FooGroupClass; struct _FooGroupClass { ClutterGroupClass parent_class; }; struct _FooGroup { ClutterGroup parent; }; G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP); static gboolean foo_group_has_overlaps (ClutterActor *actor) { return group_has_overlaps; } static void foo_group_class_init (FooGroupClass *klass) { ClutterActorClass *actor_class = (ClutterActorClass *) klass; actor_class->has_overlaps = foo_group_has_overlaps; } static void foo_group_init (FooGroup *self) { } static void verify_results (Data *data, guint8 expected_color_red, guint8 expected_color_green, guint8 expected_color_blue, int expected_paint_count, int expected_paint_opacity) { guchar *pixel; data->foo_actor->paint_count = 0; /* Read a pixel at the center of the to determine what color it painted. This should cause a redraw */ pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage), 50, 50, /* x/y */ 1, 1 /* width/height */); g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count); g_assert_cmpint (expected_paint_opacity, ==, data->foo_actor->last_paint_opacity); g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2); g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2); g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2); g_free (pixel); } static void verify_redraw (Data *data, int expected_paint_count) { GMainLoop *main_loop = g_main_loop_new (NULL, TRUE); guint paint_handler; paint_handler = g_signal_connect_data (data->stage, "paint", G_CALLBACK (g_main_loop_quit), main_loop, NULL, G_CONNECT_SWAPPED | G_CONNECT_AFTER); /* Queue a redraw on the stage */ clutter_actor_queue_redraw (data->stage); data->foo_actor->paint_count = 0; /* Wait for it to paint */ g_main_loop_run (main_loop); g_signal_handler_disconnect (data->stage, paint_handler); g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count); } static gboolean timeout_cb (gpointer user_data) { Data *data = user_data; group_has_overlaps = FALSE; /* By default the actor shouldn't be redirected so the redraw should cause the actor to be painted */ verify_results (data, 255, 0, 0, 1, 255); /* Make the actor semi-transparent and verify the paint opacity */ clutter_actor_set_opacity (data->container, 127); verify_results (data, 255, 127, 127, 1, 127); /* With automatic redirect for opacity it shouldn't redirect if * has_overlaps returns FALSE; */ clutter_actor_set_offscreen_redirect (data->container, CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY); verify_results (data, 255, 127, 127, 1, 127); /* We do a double check here to verify that the actor wasn't cached * during the last check. If it was cached then this check wouldn't * result in any foo-actor re-paint. */ verify_results (data, 255, 127, 127, 1, 127); /* With automatic redirect for opacity it should redirect if * has_overlaps returns TRUE. * The first paint will still cause the actor to draw because * it needs to fill the cache first. It should be painted with full * opacity */ group_has_overlaps = TRUE; verify_results (data, 255, 127, 127, 1, 255); /* The second time the actor is painted it should be cached */ verify_results (data, 255, 127, 127, 0, 255); /* We should be able to change the opacity without causing the actor to redraw */ clutter_actor_set_opacity (data->container, 64); verify_results (data, 255, 191, 191, 0, 255); /* Changing it back to fully opaque should cause it not to go through the FBO so it will draw */ clutter_actor_set_opacity (data->container, 255); verify_results (data, 255, 0, 0, 1, 255); /* Tell it to always redirect through the FBO. This should cause a paint of the actor because the last draw didn't go through the FBO */ clutter_actor_set_offscreen_redirect (data->container, CLUTTER_OFFSCREEN_REDIRECT_ALWAYS); verify_results (data, 255, 0, 0, 1, 255); /* We should be able to change the opacity without causing the actor to redraw */ clutter_actor_set_opacity (data->container, 64); verify_results (data, 255, 191, 191, 0, 255); /* Even changing it back to fully opaque shouldn't cause a redraw */ clutter_actor_set_opacity (data->container, 255); verify_results (data, 255, 0, 0, 0, 255); /* Queueing a redraw on the actor should cause a redraw */ clutter_actor_queue_redraw (data->container); verify_redraw (data, 1); /* Queueing a redraw on a child should cause a redraw */ clutter_actor_queue_redraw (data->child); verify_redraw (data, 1); /* Modifying the transformation on the parent should cause a redraw */ clutter_actor_set_anchor_point (data->parent_container, 0, 1); verify_redraw (data, 1); /* Redrawing an unrelated actor shouldn't cause a redraw */ clutter_actor_set_position (data->unrelated_actor, 0, 1); verify_redraw (data, 0); clutter_main_quit (); return G_SOURCE_REMOVE; } void test_offscreen_redirect (TestConformSimpleFixture *fixture, gconstpointer test_data) { if (cogl_features_available (COGL_FEATURE_OFFSCREEN)) { Data data; data.stage = clutter_stage_new (); data.parent_container = clutter_group_new (); data.container = g_object_new (foo_group_get_type (), NULL); data.foo_actor = g_object_new (foo_actor_get_type (), NULL); clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100); clutter_container_add_actor (CLUTTER_CONTAINER (data.container), CLUTTER_ACTOR (data.foo_actor)); clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container), data.container); clutter_container_add_actor (CLUTTER_CONTAINER (data.stage), data.parent_container); data.child = clutter_rectangle_new (); clutter_actor_set_size (data.child, 1, 1); clutter_container_add_actor (CLUTTER_CONTAINER (data.container), data.child); data.unrelated_actor = clutter_rectangle_new (); clutter_actor_set_size (data.child, 1, 1); clutter_container_add_actor (CLUTTER_CONTAINER (data.stage), data.unrelated_actor); clutter_actor_show (data.stage); /* Start the test after a short delay to allow the stage to render its initial frames without affecting the results */ clutter_threads_add_timeout_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL); clutter_main (); clutter_actor_destroy (data.stage); if (g_test_verbose ()) g_print ("OK\n"); } else if (g_test_verbose ()) g_print ("Skipping\n"); }