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54735dec84
The coding style has for a long time said to avoid using redundant glib data types such as gint or gchar etc because we feel that they make the code look unnecessarily foreign to developers coming from outside of the Gnome developer community. Note: When we tried to find the historical rationale for the types we just found that they were apparently only added for consistent syntax highlighting which didn't seem that compelling. Up until now we have been continuing to use some of the platform specific type such as gint{8,16,32,64} and gsize but this patch switches us over to using the standard c99 equivalents instead so we can further ensure that our code looks familiar to the widest range of C developers who might potentially contribute to Cogl. So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this switches all Cogl code to instead use the int{8,16,32,64}_t and uint{8,16,32,64}_t c99 types instead. Instead of gsize we now use size_t For now we are not going to use the c99 _Bool type and instead we have introduced a new CoglBool type to use instead of gboolean. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
422 lines
12 KiB
C
422 lines
12 KiB
C
#include <cogl/cogl.h>
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#include <string.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 (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_handle_unref (shader);
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cogl_handle_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 (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 (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 (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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/* If shaders aren't supported then we can't run the test */
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if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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{
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TestState state;
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init_state (&state);
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cogl_framebuffer_orthographic (fb,
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0, 0,
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cogl_framebuffer_get_width (fb),
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cogl_framebuffer_get_height (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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else if (cogl_test_verbose ())
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g_print ("Skipping\n");
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}
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