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71498a6376
The CoglTexture constructors expose the "max-waste" argument for controlling the maximum amount of wasted areas for slicing or, if set to -1, disables slicing. Slicing is really relevant only for large images that are never repeated, so it's a useful feature only in controlled use cases. Specifying the amount of wasted area is, on the other hand, just a way to mess up this feature; 99% the times, you either pull this number out of thin air, hoping it's right, or you try to do the right thing and you choose the wrong number anyway. Instead, we can use the CoglTextureFlags to control whether the texture should not be sliced (useful for Clutter-GST and for the texture-from-pixmap actors) and provide a reasonable value for enabling the slicing ourself. At some point, we might even provide a way to change the default at compile time or at run time, for particular platforms. Since max_waste is gone, the :tile-waste property of ClutterTexture becomes read-only, and it proxies the cogl_texture_get_max_waste() function. Inside Clutter, the only cases where the max_waste argument was not set to -1 are in the Pango glyph cache (which is a POT texture anyway) and inside the test cases where we want to force slicing; for the latter we can create larger textures that will be bigger than the threshold we set. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com> Signed-off-by: Robert Bragg <robert@linux.intel.com> Signed-off-by: Neil Roberts <neil@linux.intel.com>
215 lines
5.9 KiB
C
215 lines
5.9 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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/* Non-power-of-two sized texture that should cause slicing */
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#define TEXTURE_SIZE 257
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/* Number of times to split the texture up on each axis */
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#define PARTS 2
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/* The texture is split into four parts, each with a different colour */
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#define PART_SIZE (TEXTURE_SIZE / PARTS)
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE 128
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/* The size of a part once rendered */
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#define PART_RENDER_SIZE (TEXTURE_RENDER_SIZE / PARTS)
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static const ClutterColor corner_colors[PARTS * PARTS] =
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{
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/* Top left - red */ { 255, 0, 0, 255 },
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/* Top right - green */ { 0, 255, 0, 255 },
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/* Bottom left - blue */ { 0, 0, 255, 255 },
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/* Bottom right - yellow */ { 255, 255, 0, 255 }
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};
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typedef struct _TestState
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{
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guint frame;
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CoglHandle texture;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, const ClutterColor *color)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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gboolean ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * PART_RENDER_SIZE + TEST_INSET,
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ynum * PART_RENDER_SIZE + TEST_INSET,
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PART_RENDER_SIZE - TEST_INSET * 2,
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PART_RENDER_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((PART_RENDER_SIZE - TEST_INSET * 2)
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* (PART_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != color->red)
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ret = FALSE;
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if (p[1] != color->green)
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ret = FALSE;
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if (p[2] != color->blue)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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}
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static void
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validate_result (TestState *state)
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{
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/* Validate that all four corners of the texture are drawn in the
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right color */
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g_assert (validate_part (0, 0, corner_colors + 0));
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g_assert (validate_part (1, 0, corner_colors + 1));
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g_assert (validate_part (0, 1, corner_colors + 2));
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g_assert (validate_part (1, 1, corner_colors + 3));
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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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int frame_num;
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/* Just render the texture in the top left corner */
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cogl_set_source_texture (state->texture);
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cogl_rectangle (0, 0, TEXTURE_RENDER_SIZE, TEXTURE_RENDER_SIZE);
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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/* Need to increment frame first because clutter_stage_read_pixels
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fires a redraw */
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frame_num = state->frame++;
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if (frame_num == 2)
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validate_result (state);
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else if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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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 TRUE;
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}
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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int partx, party, width, height;
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p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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/* Make a texture with a different color for each part */
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for (party = 0; party < PARTS; party++)
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{
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height = (party < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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for (partx = 0; partx < PARTS; partx++)
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{
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const ClutterColor *color = corner_colors + party * PARTS + partx;
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width = (partx < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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while (width-- > 0)
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{
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*(p++) = color->red;
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*(p++) = color->green;
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*(p++) = color->blue;
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*(p++) = color->alpha;
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}
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}
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while (--height > 0)
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{
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memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE * 4;
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}
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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/* The texture should be sliced unless NPOTs are supported */
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g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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? !cogl_texture_is_sliced (tex)
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: cogl_texture_is_sliced (tex));
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return tex;
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}
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void
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test_npot_texture (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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state.texture = make_texture ();
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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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 = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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cogl_handle_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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