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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.
231 lines
6.1 KiB
C
231 lines
6.1 KiB
C
#include <clutter/clutter.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, 0xff, 0x0, 0xff };
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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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static CoglHandle
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create_texture_3d (void)
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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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CoglHandle 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 (TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
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COGL_TEXTURE_NO_AUTO_MIPMAP,
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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 == COGL_INVALID_HANDLE)
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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 (void)
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{
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CoglHandle tex = create_texture_3d ();
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CoglHandle material = cogl_material_new ();
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typedef struct { float x, y, s, t, r; } Vert;
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CoglHandle vbo, indices;
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Vert *verts, *v;
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int i;
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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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_set_source (material);
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cogl_handle_unref (material);
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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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/* Render all of the images in the texture using coordinates from a VBO */
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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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vbo = cogl_vertex_buffer_new (4 * TEX_DEPTH);
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cogl_vertex_buffer_add (vbo, "gl_Vertex",
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2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (Vert),
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&verts->x);
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cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0",
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3, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (Vert),
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&verts->s);
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cogl_vertex_buffer_submit (vbo);
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g_free (verts);
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indices = cogl_vertex_buffer_indices_get_for_quads (6 * TEX_DEPTH);
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cogl_vertex_buffer_draw_elements (vbo,
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COGL_VERTICES_MODE_TRIANGLES,
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indices,
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0, TEX_DEPTH * 4 - 1,
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0, TEX_DEPTH * 6);
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cogl_handle_unref (vbo);
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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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guint8 *data, *p;
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int x, y;
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p = data = g_malloc (TEX_WIDTH * TEX_HEIGHT * 4);
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cogl_read_pixels (block_x * TEX_WIDTH, block_y * TEX_HEIGHT,
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TEX_WIDTH, TEX_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 < TEX_HEIGHT; y++)
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for (x = 0; x < TEX_WIDTH; x++)
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{
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g_assert_cmpint (p[0], ==, 255 - x * 8);
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g_assert_cmpint (p[1], ==, y * 8);
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g_assert_cmpint (p[2], ==, 255 - z * 8);
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p += 4;
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}
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g_free (data);
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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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on_paint (void)
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{
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draw_frame ();
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validate_result ();
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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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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ClutterActor *stage;
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unsigned int paint_handler;
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stage = clutter_stage_get_default ();
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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_features_available (COGL_FEATURE_TEXTURE_3D))
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{
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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