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b5a7657076
This makes a start on porting the Cogl conformance tests that currently still live in the Clutter repository to be standalone Cogl tests that no longer require a ClutterStage. The main thing is that this commit brings in is the basic testing infrastructure we need, so now we can port more and more tests incrementally. Since the test suite wants a way to synchronize X requests/replies and we can't simply call XSynchronize in the test-utils code before we know if we are really running on X this adds a check for an environment variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set it forces XSynchronize (dpy, TRUE) to be called. By default the conformance tests are run off screen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run on screen every once in a while, especially if changes are being made to CoglFramebuffer related code. On screen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
134 lines
3.6 KiB
C
134 lines
3.6 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.h"
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#define N_TEXTURES 128
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#define OPACITY_FOR_ROW(y) \
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(0xff - ((y) & 0xf) * 0x10)
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#define COLOR_FOR_SIZE(size) \
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(colors + (size) % 3)
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static const ClutterColor colors[] =
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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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static CoglHandle
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create_texture (int size)
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{
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CoglHandle texture;
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const ClutterColor *color;
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guint8 *data, *p;
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int x, y;
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/* Create a red, green or blue texture depending on the size */
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color = COLOR_FOR_SIZE (size);
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p = data = g_malloc (size * size * 4);
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/* Fill the data with the color but fade the opacity out with
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increasing y coordinates so that we can see the blending it the
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atlas migration accidentally blends with garbage in the
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texture */
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for (y = 0; y < size; y++)
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{
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int opacity = OPACITY_FOR_ROW (y);
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for (x = 0; x < size; x++)
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{
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/* Store the colors premultiplied */
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p[0] = color->red * opacity / 255;
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p[1] = color->green * opacity / 255;
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p[2] = color->blue * opacity / 255;
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p[3] = opacity;
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p += 4;
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}
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}
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texture = cogl_texture_new_from_data (size, /* width */
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size, /* height */
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COGL_TEXTURE_NONE, /* flags */
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/* format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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/* rowstride */
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size * 4,
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data);
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g_free (data);
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return texture;
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}
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static void
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verify_texture (CoglHandle texture, int size)
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{
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guint8 *data, *p;
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int x, y;
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const ClutterColor *color;
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color = COLOR_FOR_SIZE (size);
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p = data = g_malloc (size * size * 4);
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cogl_texture_get_data (texture,
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COGL_PIXEL_FORMAT_RGBA_8888,
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size * 4,
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data);
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for (y = 0; y < size; y++)
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{
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int opacity = OPACITY_FOR_ROW (y);
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for (x = 0; x < size; x++)
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{
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g_assert_cmpint (p[0], ==, color->red * opacity / 255);
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g_assert_cmpint (p[1], ==, color->green * opacity / 255);
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g_assert_cmpint (p[2], ==, color->blue * opacity / 255);
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g_assert_cmpint (p[3], ==, opacity);
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p += 4;
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}
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}
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g_free (data);
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}
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void
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test_cogl_atlas_migration (TestUtilsGTestFixture *fixture,
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void *data)
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{
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CoglHandle textures[N_TEXTURES];
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int i, tex_num;
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/* Create and destroy all of the textures a few times to increase
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the chances that we'll end up reusing the buffers for previously
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discarded atlases */
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for (i = 0; i < 5; i++)
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{
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for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
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textures[tex_num] = create_texture (tex_num + 1);
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for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
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cogl_object_unref (textures[tex_num]);
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}
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/* Create all the textures again */
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for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
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textures[tex_num] = create_texture (tex_num + 1);
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/* Verify that they all still have the right data */
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for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
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verify_texture (textures[tex_num], tex_num + 1);
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/* Destroy them all */
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for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
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cogl_object_unref (textures[tex_num]);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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