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9206bd7627
And make sure to use clutter_threads_add_* instead of the bare g_*_add().
164 lines
5.0 KiB
C
164 lines
5.0 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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guint8 pixel[4];
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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/* Set a scale and translate transform on the window framebuffer before
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* switching to the offscreen framebuffer so we can verify it gets restored
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* when we switch back
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*
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* The test is going to draw a grid of 4 colors to a texture which we
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* subsequently draw to the window with a fullscreen rectangle. This
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* transform will flip the texture left to right, scale it to a quater of the
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* window size and slide it to the top right of the window.
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*/
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cogl_translate (0.5, 0.5, 0);
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cogl_scale (-0.5, 0.5, 1);
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cogl_push_framebuffer (offscreen);
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/* Cogl should release the last reference when we call cogl_pop_framebuffer()
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*/
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cogl_handle_unref (offscreen);
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/* Setup something other than the identity matrix for the modelview so we can
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* verify it gets restored when we call cogl_pop_framebuffer () */
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cogl_scale (2, 2, 1);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-0.5, 0.5, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 0.5, 0.5, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-0.5, 0, 0, -0.5);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 0.5, -0.5);
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cogl_pop_framebuffer ();
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_handle_unref (tex);
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/* NB: The texture is drawn flipped horizontally and scaled to fit in the
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* top right corner of the window. */
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/* red, top right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, 0, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0x00 && pixel[BLUE] == 0x00);
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/* green, top left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), 0, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0xff && pixel[BLUE] == 0x00);
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/* blue, bottom right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0x00 && pixel[BLUE] == 0xff);
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/* white, bottom left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0xff && pixel[BLUE] == 0xff);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return G_SOURCE_CONTINUE;
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}
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void
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test_cogl_offscreen (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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guint idle_source;
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ClutterActor *stage;
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stage = clutter_stage_new ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = clutter_threads_add_idle (queue_redraw, stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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clutter_actor_destroy (stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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