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23f77a1b63
This is for all intents and purposes the same as `cogl_object_ref/unref`, but still refers to handles rather than objects (while we're trying to get rid of the former) so it's a bit of unnecessary redundant API. https://gitlab.gnome.org/GNOME/mutter/merge_requests/451
417 lines
12 KiB
C
417 lines
12 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-declarations.h"
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#include "test-utils.h"
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#define LONG_ARRAY_SIZE 128
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typedef struct _TestState
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{
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CoglPipeline *pipeline_red;
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CoglPipeline *pipeline_green;
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CoglPipeline *pipeline_blue;
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CoglPipeline *matrix_pipeline;
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CoglPipeline *vector_pipeline;
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CoglPipeline *int_pipeline;
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CoglPipeline *long_pipeline;
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int long_uniform_locations[LONG_ARRAY_SIZE];
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} TestState;
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static const char
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color_source[] =
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"uniform float red, green, blue;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = vec4 (red, green, blue, 1.0);\n"
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"}\n";
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static const char
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matrix_source[] =
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"uniform mat4 matrix_array[4];\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" vec4 color = vec4 (0.0, 0.0, 0.0, 1.0);\n"
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" int i;\n"
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"\n"
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" for (i = 0; i < 4; i++)\n"
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" color = matrix_array[i] * color;\n"
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"\n"
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" cogl_color_out = color;\n"
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"}\n";
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static const char
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vector_source[] =
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"uniform vec4 vector_array[2];\n"
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"uniform vec3 short_vector;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = (vector_array[0] +\n"
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" vector_array[1] +\n"
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" vec4 (short_vector, 1.0));\n"
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"}\n";
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static const char
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int_source[] =
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"uniform ivec4 vector_array[2];\n"
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"uniform int single_value;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = (vec4 (vector_array[0]) +\n"
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" vec4 (vector_array[1]) +\n"
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" vec4 (float (single_value), 0.0, 0.0, 255.0)) / 255.0;\n"
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"}\n";
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static const char
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long_source[] =
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"uniform int long_array[" G_STRINGIFY (LONG_ARRAY_SIZE) "];\n"
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"const int last_index = " G_STRINGIFY (LONG_ARRAY_SIZE) " - 1;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = vec4 (float (long_array[last_index]), 0.0, 0.0, 1.0);\n"
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"}\n";
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static CoglPipeline *
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create_pipeline_for_shader (TestState *state, const char *shader_source)
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{
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CoglPipeline *pipeline;
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CoglHandle shader;
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CoglHandle program;
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pipeline = cogl_pipeline_new (test_ctx);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shader_source);
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_pipeline_set_user_program (pipeline, program);
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cogl_object_unref (shader);
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cogl_object_unref (program);
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return pipeline;
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}
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static void
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init_state (TestState *state)
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{
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int uniform_location;
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state->pipeline_red = create_pipeline_for_shader (state, color_source);
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uniform_location =
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cogl_pipeline_get_uniform_location (state->pipeline_red, "red");
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cogl_pipeline_set_uniform_1f (state->pipeline_red, uniform_location, 1.0f);
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uniform_location =
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cogl_pipeline_get_uniform_location (state->pipeline_red, "green");
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cogl_pipeline_set_uniform_1f (state->pipeline_red, uniform_location, 0.0f);
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uniform_location =
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cogl_pipeline_get_uniform_location (state->pipeline_red, "blue");
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cogl_pipeline_set_uniform_1f (state->pipeline_red, uniform_location, 0.0f);
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state->pipeline_green = cogl_pipeline_copy (state->pipeline_red);
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uniform_location =
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cogl_pipeline_get_uniform_location (state->pipeline_green, "green");
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cogl_pipeline_set_uniform_1f (state->pipeline_green, uniform_location, 1.0f);
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state->pipeline_blue = cogl_pipeline_copy (state->pipeline_red);
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uniform_location =
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cogl_pipeline_get_uniform_location (state->pipeline_blue, "blue");
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cogl_pipeline_set_uniform_1f (state->pipeline_blue, uniform_location, 1.0f);
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state->matrix_pipeline = create_pipeline_for_shader (state, matrix_source);
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state->vector_pipeline = create_pipeline_for_shader (state, vector_source);
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state->int_pipeline = create_pipeline_for_shader (state, int_source);
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state->long_pipeline = NULL;
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}
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static void
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init_long_pipeline_state (TestState *state)
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{
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int i;
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state->long_pipeline = create_pipeline_for_shader (state, long_source);
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/* This tries to lookup a large number of uniform names to make sure
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that the bitmask of overriden uniforms flows over the size of a
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single long so that it has to resort to allocating it */
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for (i = 0; i < LONG_ARRAY_SIZE; i++)
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{
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char *uniform_name = g_strdup_printf ("long_array[%i]", i);
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state->long_uniform_locations[i] =
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cogl_pipeline_get_uniform_location (state->long_pipeline,
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uniform_name);
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g_free (uniform_name);
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}
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}
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static void
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destroy_state (TestState *state)
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{
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cogl_object_unref (state->pipeline_red);
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cogl_object_unref (state->pipeline_green);
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cogl_object_unref (state->pipeline_blue);
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cogl_object_unref (state->matrix_pipeline);
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cogl_object_unref (state->vector_pipeline);
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cogl_object_unref (state->int_pipeline);
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if (state->long_pipeline)
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cogl_object_unref (state->long_pipeline);
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}
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static void
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paint_pipeline (CoglPipeline *pipeline, int pos)
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{
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cogl_framebuffer_draw_rectangle (test_fb, pipeline,
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pos * 10, 0, pos * 10 + 10, 10);
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}
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static void
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paint_color_pipelines (TestState *state)
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{
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CoglPipeline *temp_pipeline;
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int uniform_location;
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int i;
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/* Paint with the first pipeline that sets the uniforms to bright
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red */
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paint_pipeline (state->pipeline_red, 0);
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/* Paint with the two other pipelines. These inherit from the red
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pipeline and only override one other component. The values for
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the two other components should be inherited from the red
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pipeline. */
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paint_pipeline (state->pipeline_green, 1);
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paint_pipeline (state->pipeline_blue, 2);
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/* Try modifying a single pipeline for multiple rectangles */
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temp_pipeline = cogl_pipeline_copy (state->pipeline_green);
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uniform_location = cogl_pipeline_get_uniform_location (temp_pipeline,
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"green");
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for (i = 0; i <= 8; i++)
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{
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cogl_pipeline_set_uniform_1f (temp_pipeline, uniform_location,
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i / 8.0f);
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paint_pipeline (temp_pipeline, i + 3);
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}
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cogl_object_unref (temp_pipeline);
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}
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static void
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paint_matrix_pipeline (CoglPipeline *pipeline)
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{
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CoglMatrix matrices[4];
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float matrix_floats[16 * 4];
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int uniform_location;
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int i;
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for (i = 0; i < 4; i++)
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cogl_matrix_init_identity (matrices + i);
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/* Use the first matrix to make the color red */
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cogl_matrix_translate (matrices + 0, 1.0f, 0.0f, 0.0f);
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/* Rotate the vertex so that it ends up green */
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cogl_matrix_rotate (matrices + 1, 90.0f, 0.0f, 0.0f, 1.0f);
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/* Scale the vertex so it ends up halved */
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cogl_matrix_scale (matrices + 2, 0.5f, 0.5f, 0.5f);
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/* Add a blue component in the final matrix. The final matrix is
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uploaded as transposed so we need to transpose first to cancel
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that out */
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cogl_matrix_translate (matrices + 3, 0.0f, 0.0f, 1.0f);
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cogl_matrix_transpose (matrices + 3);
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for (i = 0; i < 4; i++)
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memcpy (matrix_floats + i * 16,
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cogl_matrix_get_array (matrices + i),
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sizeof (float) * 16);
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/* Set the first three matrices as transposed */
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "matrix_array");
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cogl_pipeline_set_uniform_matrix (pipeline,
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uniform_location,
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4, /* dimensions */
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3, /* count */
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FALSE, /* not transposed */
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matrix_floats);
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/* Set the last matrix as untransposed */
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "matrix_array[3]");
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cogl_pipeline_set_uniform_matrix (pipeline,
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uniform_location,
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4, /* dimensions */
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1, /* count */
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TRUE, /* transposed */
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matrix_floats + 16 * 3);
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paint_pipeline (pipeline, 12);
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}
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static void
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paint_vector_pipeline (CoglPipeline *pipeline)
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{
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float vector_array_values[] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f };
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float short_vector_values[] = { 0.0f, 0.0f, 1.0f };
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int uniform_location;
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "vector_array");
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cogl_pipeline_set_uniform_float (pipeline,
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uniform_location,
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4, /* n_components */
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2, /* count */
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vector_array_values);
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "short_vector");
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cogl_pipeline_set_uniform_float (pipeline,
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uniform_location,
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3, /* n_components */
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1, /* count */
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short_vector_values);
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paint_pipeline (pipeline, 13);
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}
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static void
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paint_int_pipeline (CoglPipeline *pipeline)
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{
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int vector_array_values[] = { 0x00, 0x00, 0xff, 0x00,
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0x00, 0xff, 0x00, 0x00 };
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int single_value = 0x80;
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int uniform_location;
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "vector_array");
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cogl_pipeline_set_uniform_int (pipeline,
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uniform_location,
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4, /* n_components */
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2, /* count */
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vector_array_values);
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uniform_location =
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cogl_pipeline_get_uniform_location (pipeline, "single_value");
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cogl_pipeline_set_uniform_1i (pipeline,
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uniform_location,
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single_value);
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paint_pipeline (pipeline, 14);
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}
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static void
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paint_long_pipeline (TestState *state)
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{
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int i;
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for (i = 0; i < LONG_ARRAY_SIZE; i++)
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{
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int location = state->long_uniform_locations[i];
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cogl_pipeline_set_uniform_1i (state->long_pipeline,
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location,
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i == LONG_ARRAY_SIZE - 1);
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}
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paint_pipeline (state->long_pipeline, 15);
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}
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static void
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paint (TestState *state)
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{
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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paint_color_pipelines (state);
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paint_matrix_pipeline (state->matrix_pipeline);
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paint_vector_pipeline (state->vector_pipeline);
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paint_int_pipeline (state->int_pipeline);
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}
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static void
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check_pos (int pos, uint32_t color)
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{
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test_utils_check_pixel (test_fb, pos * 10 + 5, 5, color);
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}
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static void
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validate_result (void)
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{
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int i;
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check_pos (0, 0xff0000ff);
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check_pos (1, 0xffff00ff);
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check_pos (2, 0xff00ffff);
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for (i = 0; i <= 8; i++)
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{
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int green_value = i / 8.0f * 255.0f + 0.5f;
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check_pos (i + 3, 0xff0000ff + (green_value << 16));
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}
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check_pos (12, 0x0080ffff);
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check_pos (13, 0xffffffff);
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check_pos (14, 0x80ffffff);
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}
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static void
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validate_long_pipeline_result (void)
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{
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check_pos (15, 0xff0000ff);
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}
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void
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test_pipeline_uniforms (void)
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{
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TestState state;
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init_state (&state);
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cogl_framebuffer_orthographic (test_fb,
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0, 0,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb),
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-1,
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100);
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paint (&state);
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validate_result ();
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/* Try the test again after querying the location of a large
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number of uniforms. This should verify that the bitmasks
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still work even if they have to allocate a separate array to
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store the bits */
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init_long_pipeline_state (&state);
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paint (&state);
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paint_long_pipeline (&state);
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validate_result ();
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validate_long_pipeline_result ();
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destroy_state (&state);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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