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0120abe5b0
Otherwise it seems that rounding errors will cause the fragments at the edge of the quad to blend with neighbouring quarters of the texture which cause the test to fail.
219 lines
5.9 KiB
C
219 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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#define QUAD_WIDTH 20
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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 ALPHA 3
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typedef struct _TestState
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{
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guint frame;
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} TestState;
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static void
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assert_region_color (int x,
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int y,
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int width,
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int height,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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guint8 *data = g_malloc0 (width * height * 4);
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cogl_read_pixels (x, y, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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guint8 *pixel = &data[y * width * 4 + x * 4];
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#if 1
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g_assert (pixel[RED] == red &&
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pixel[GREEN] == green &&
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pixel[BLUE] == blue &&
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pixel[ALPHA] == alpha);
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#endif
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}
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g_free (data);
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}
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/* Creates a texture divided into 4 quads with colors arranged as follows:
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* (The same value are used in all channels for each texel)
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*
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* |-----------|
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* |0x11 |0x00 |
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* |+ref | |
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* |-----------|
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* |0x00 |0x33 |
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* | |+ref |
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* |-----------|
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*
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*
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*/
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static CoglHandle
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make_texture (guchar ref)
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{
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int x;
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int y;
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guchar *tex_data, *p;
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CoglHandle tex;
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guchar val;
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tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 16);
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for (y = 0; y < QUAD_WIDTH * 2; y++)
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for (x = 0; x < QUAD_WIDTH * 2; x++)
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{
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p = tex_data + (QUAD_WIDTH * 8 * y) + x * 4;
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if (x < QUAD_WIDTH && y < QUAD_WIDTH)
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val = 0x11 + ref;
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else if (x >= QUAD_WIDTH && y >= QUAD_WIDTH)
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val = 0x33 + ref;
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else
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val = 0x00;
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p[0] = p[1] = p[2] = p[3] = val;
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}
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/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
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* since we don't want to allow Cogl to premultiply our data. */
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tex = cogl_texture_new_from_data (QUAD_WIDTH * 2,
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QUAD_WIDTH * 2,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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QUAD_WIDTH * 8,
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tex_data);
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g_free (tex_data);
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return tex;
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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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CoglHandle tex0, tex1;
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CoglHandle material;
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gboolean status;
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GError *error = NULL;
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float tex_coords[] = {
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0, 0, 0.5, 0.5, /* tex0 */
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0.5, 0.5, 1, 1 /* tex1 */
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};
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame++ <= 2)
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{
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g_usleep (G_USEC_PER_SEC);
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return;
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}
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tex0 = make_texture (0x00);
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tex1 = make_texture (0x11);
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material = cogl_material_new ();
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/* An arbitrary color which should be replaced by the first texture layer */
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cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_material_set_layer (material, 0, tex0);
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cogl_material_set_layer_combine (material, 0,
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"RGBA = REPLACE (TEXTURE)", NULL);
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/* We'll use nearest filtering mode on the textures, otherwise the
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edge of the quad can pull in texels from the neighbouring
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quarters of the texture due to imprecision */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer (material, 1, tex1);
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cogl_material_set_layer_filters (material, 1,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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status = cogl_material_set_layer_combine (material, 1,
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"RGBA = ADD (PREVIOUS, TEXTURE)",
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&error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this texture combine string. */
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g_debug ("Failed to setup texture combine string "
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"RGBA = ADD (PREVIOUS, TEXTURE): %s",
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error->message);
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}
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cogl_set_source (material);
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cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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tex_coords, 8);
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cogl_handle_unref (material);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex1);
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/* See what we got... */
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assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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0x55, 0x55, 0x55, 0x55);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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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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void
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test_cogl_multitexture (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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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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if (g_test_verbose ())
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g_print ("OK\n");
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}
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