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1317a25a91
This renames cogl_offscreen_new_to_texture to cogl_offscreen_new_with_texture. The intention is to then cherry-pick this back to the cogl-1.16 branch so we can maintain a parallel cogl_offscreen_new_to_texture() function which keeps the synchronous allocation semantics that some clutter applications are currently relying on. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ecc6d2f64481626992b2fe6cdfa7b999270b28f5) Note: Since we can't break the 1.x api on this branch this keeps a thin shim around cogl_offscreen_new_with_texture to implement cogl_offscreen_new_to_texture with its synchronous allocation semantics.
112 lines
3.2 KiB
C
112 lines
3.2 KiB
C
#include <cogl/cogl.h>
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#include "test-utils.h"
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#define TEX_SIZE 128
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#define NUM_FBOS 3
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typedef struct _TestState
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{
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int width;
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int height;
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CoglTexture *tex[NUM_FBOS];
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CoglFramebuffer *fbo[NUM_FBOS];
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} TestState;
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static void
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paint (TestState *state)
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{
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CoglColor bg;
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int i;
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cogl_set_source_color4ub (255, 255, 255, 255);
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/* We push the third framebuffer first so that later we can switch
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back to it by popping to test that that works */
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cogl_push_framebuffer (state->fbo[2]);
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cogl_push_framebuffer (state->fbo[0]);
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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cogl_pop_framebuffer ();
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cogl_push_framebuffer (state->fbo[1]);
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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cogl_pop_framebuffer ();
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/* We should now be back on the third framebuffer */
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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cogl_pop_framebuffer ();
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cogl_color_init_from_4ub (&bg, 128, 128, 128, 255);
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cogl_clear (&bg, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH);
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/* Render all of the textures to the screen */
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for (i = 0; i < NUM_FBOS; i++)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, state->tex[i]);
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cogl_framebuffer_draw_rectangle (test_fb, pipeline,
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2.0f / NUM_FBOS * i - 1.0f, -1.0f,
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2.0f / NUM_FBOS * (i + 1) - 1.0f, 1.0f);
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cogl_object_unref (pipeline);
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}
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/* Verify all of the fbos drew the right color */
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for (i = 0; i < NUM_FBOS; i++)
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{
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uint8_t expected_colors[NUM_FBOS][4] =
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{ { 0xff, 0x00, 0x00, 0xff },
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{ 0x00, 0xff, 0x00, 0xff },
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{ 0x00, 0x00, 0xff, 0xff } };
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test_utils_check_pixel_rgb (test_fb,
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state->width * (i + 0.5f) / NUM_FBOS,
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state->height / 2,
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expected_colors[i][0],
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expected_colors[i][1],
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expected_colors[i][2]);
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}
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}
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void
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test_color_mask (void)
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{
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TestState state;
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int i;
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state.width = cogl_framebuffer_get_width (test_fb);
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state.height = cogl_framebuffer_get_height (test_fb);
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for (i = 0; i < NUM_FBOS; i++)
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{
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state.tex[i] = test_utils_texture_new_with_size (test_ctx, 128, 128,
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TEST_UTILS_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888);
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state.fbo[i] = COGL_FRAMEBUFFER (
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cogl_offscreen_new_with_texture (state.tex[i]));
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/* Clear the texture color bits */
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cogl_framebuffer_clear4f (state.fbo[i],
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COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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cogl_framebuffer_set_color_mask (state.fbo[i],
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i == 0 ? COGL_COLOR_MASK_RED :
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i == 1 ? COGL_COLOR_MASK_GREEN :
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COGL_COLOR_MASK_BLUE);
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}
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/* XXX: we have to push/pop a framebuffer since this test currently
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* uses the legacy cogl_rectangle() api. */
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cogl_push_framebuffer (test_fb);
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paint (&state);
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cogl_pop_framebuffer ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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