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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>
296 lines
9.2 KiB
C
296 lines
9.2 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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#define TEX_WIDTH 4
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#define TEX_HEIGHT 8
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#define TEX_DEPTH 16
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/* Leave four bytes of padding between each row */
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#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
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/* Leave four rows of padding between each image */
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#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
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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 CoglTexture3D *
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create_texture_3d (CoglContext *context)
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{
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int x, y, z;
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guint8 *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
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guint8 *p = data;
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CoglTexture3D *tex;
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GError *error = NULL;
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for (z = 0; z < TEX_DEPTH; z++)
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{
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for (y = 0; y < TEX_HEIGHT; y++)
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{
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for (x = 0; x < TEX_WIDTH; x++)
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{
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/* Set red, green, blue to values based on x, y, z */
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*(p++) = 255 - x * 8;
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*(p++) = y * 8;
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*(p++) = 255 - z * 8;
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/* Fully opaque */
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*(p++) = 0xff;
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}
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/* Set the padding between rows to 0xde */
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memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
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p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
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}
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/* Set the padding between images to 0xad */
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memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
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p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
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}
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tex = cogl_texture_3d_new_from_data (context,
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TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_ROWSTRIDE,
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TEX_IMAGE_STRIDE,
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data,
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&error);
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if (tex == NULL)
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{
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g_assert (error != NULL);
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g_warning ("Failed to create 3D texture: %s", error->message);
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g_assert_not_reached ();
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}
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g_free (data);
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return tex;
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}
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static void
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draw_frame (TestState *state)
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{
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CoglTexture *tex = COGL_TEXTURE (create_texture_3d (state->ctx));
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CoglPipeline *pipeline = cogl_pipeline_new (state->ctx);
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typedef struct { float x, y, s, t, r; } Vert;
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CoglPrimitive *primitive;
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CoglAttributeBuffer *attribute_buffer;
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CoglAttribute *attributes[2];
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Vert *verts, *v;
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int i;
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_push_source (pipeline);
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/* Render the texture repeated horizontally twice using a regular
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cogl rectangle. This should end up with the r texture coordinates
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as zero */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
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0.0f, 0.0f, 2.0f, 1.0f);
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cogl_pop_source ();
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/* Render all of the images in the texture using coordinates from a
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CoglPrimitive */
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v = verts = g_new (Vert, 4 * TEX_DEPTH);
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for (i = 0; i < TEX_DEPTH; i++)
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{
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float r = (i + 0.5f) / TEX_DEPTH;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 0;
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v->t = 0;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 0;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 1;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 1;
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v->t = 0;
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v->r = r;
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v++;
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}
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attribute_buffer = cogl_attribute_buffer_new (state->ctx,
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4 * TEX_DEPTH * sizeof (Vert),
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verts);
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attributes[0] = cogl_attribute_new (attribute_buffer,
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"cogl_position_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (attribute_buffer,
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"cogl_tex_coord_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, s),
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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6 * TEX_DEPTH,
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attributes,
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2 /* n_attributes */);
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cogl_primitive_set_indices (primitive,
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cogl_get_rectangle_indices (state->ctx,
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TEX_DEPTH),
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6 * TEX_DEPTH);
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cogl_framebuffer_draw_primitive (state->fb, pipeline, primitive);
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g_free (verts);
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cogl_object_unref (primitive);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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cogl_object_unref (attribute_buffer);
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cogl_object_unref (pipeline);
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}
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static void
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validate_block (int block_x, int block_y, int z)
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{
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int x, y;
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for (y = 0; y < TEX_HEIGHT; y++)
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for (x = 0; x < TEX_WIDTH; x++)
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test_utils_check_pixel_rgb (block_x * TEX_WIDTH + x,
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block_y * TEX_HEIGHT + y,
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255 - x * 8,
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y * 8,
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255 - z * 8);
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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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validate_block (0, 0, 0);
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for (i = 0; i < TEX_DEPTH; i++)
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validate_block (i, 1, i);
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}
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static void
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test_multi_texture (TestState *state)
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{
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CoglPipeline *pipeline;
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CoglTexture3D *tex_3d;
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CoglTexture2D *tex_2d;
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guint8 tex_data[4];
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cogl_framebuffer_clear4f (state->fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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/* Tests a pipeline that is using multi-texturing to combine a 3D
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texture with a 2D texture. The texture from another layer is
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sampled with TEXTURE_? just to pick up a specific bug that was
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happening with the ARBfp fragend */
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pipeline = cogl_pipeline_new (state->ctx);
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tex_data[0] = 0xff;
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tex_data[1] = 0x00;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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tex_2d = cogl_texture_2d_new_from_data (state->ctx,
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1, 1, /* width/height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 0, COGL_TEXTURE (tex_2d));
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tex_data[0] = 0x00;
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tex_data[1] = 0xff;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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tex_3d = cogl_texture_3d_new_from_data (state->ctx,
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1, 1, 1, /* width/height/depth */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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4, /* image_stride */
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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 1, COGL_TEXTURE (tex_3d));
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cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA = REPLACE(PREVIOUS)",
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NULL);
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA = ADD(TEXTURE_0, TEXTURE_1)",
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NULL);
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cogl_push_source (pipeline);
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cogl_rectangle (0, 0, 10, 10);
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cogl_pop_source ();
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test_utils_check_pixel (5, 5, 0xffff00ff);
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cogl_object_unref (tex_2d);
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cogl_object_unref (tex_3d);
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cogl_object_unref (pipeline);
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}
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void
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test_cogl_texture_3d (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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/* Check whether GL supports the rectangle extension. If not we'll
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just assume the test passes */
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if (cogl_has_feature (shared_state->ctx, COGL_FEATURE_ID_TEXTURE_3D))
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{
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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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cogl_framebuffer_orthographic (shared_state->fb,
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0, 0, /* x_1, y_1 */
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state.fb_width, /* x_2 */
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state.fb_height /* y_2 */,
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-1, 100 /* near/far */);
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draw_frame (&state);
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validate_result ();
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test_multi_texture (&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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