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bbcbece6c9
This patch reworks our conformance testing framework because it seems that glib's gtesting framework isn't really well suited to our use case. For example we weren't able to test windows builds given the way we were using it and also for each test we'd like to repeat the test with several different environments so we can test important driver and feature combinations. This patch instead switches away to a simplified but custom approach for running our unit tests. We hope that having a more bespoke setup will enable us to easily extend it to focus on the details important to us. Notable changes with this new approach are: We can now run 'make test' for our mingw windows builds. We've got rid of all the test-*report* make rules and we're just left with 'make test' 'make test' now runs each test several times with different driver and feature combinations checking the result for each run. 'make test' will then output a concise table of all of the results. The combinations tested are: - OpenGL Fixed Function - OpenGL ARBfp - OpenGL GLSL - OpenGL No NPOT texture support - OpenGLES 2.0 - OpenGLES 2.0 No NPOT texture support Reviewed-by: Neil Roberts <neil@linux.intel.com>
71 lines
1.9 KiB
C
71 lines
1.9 KiB
C
#include <cogl/cogl2-experimental.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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CoglContext *ctx;
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int fb_width;
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int fb_height;
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CoglFramebuffer *fb;
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} TestState;
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static void
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test_sparse_layer_combine (TestState *state)
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{
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CoglPipeline *pipeline;
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CoglTexture *tex1, *tex2;
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cogl_framebuffer_clear4f (state->fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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/* This tests that the TEXTURE_* numbers used in the layer combine
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string refer to the layer number rather than the unit numbers by
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creating a pipeline with very large layer numbers. This should
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end up being mapped to much smaller unit numbers */
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tex1 = test_utils_create_color_texture (state->ctx, 0xff0000ff);
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tex2 = test_utils_create_color_texture (state->ctx, 0x00ff00ff);
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pipeline = cogl_pipeline_new (state->ctx);
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cogl_pipeline_set_layer_texture (pipeline, 50, tex1);
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cogl_pipeline_set_layer_texture (pipeline, 100, tex2);
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cogl_pipeline_set_layer_combine (pipeline, 200,
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"RGBA = ADD(TEXTURE_50, TEXTURE_100)",
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NULL);
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cogl_push_source (pipeline);
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cogl_rectangle (-1, -1, 1, 1);
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cogl_pop_source ();
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test_utils_check_pixel (2, 2, 0xffff00ff);
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cogl_object_unref (pipeline);
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cogl_object_unref (tex1);
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cogl_object_unref (tex2);
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}
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void
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test_cogl_sparse_pipeline (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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TestState state;
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state.ctx = shared_state->ctx;
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state.fb_width = cogl_framebuffer_get_width (shared_state->fb);
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state.fb_height = cogl_framebuffer_get_height (shared_state->fb);
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state.fb = shared_state->fb;
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test_sparse_layer_combine (&state);
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/* FIXME: This should have a lot more tests, for example testing
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whether using an attribute with sparse texture coordinates will
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work */
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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