mutter/tests/conform/test-texture-rectangle.c
Robert Bragg 3881fd3259 Adds cogl_framebuffer_draw_[*_]rectangle functions
This adds experimental 2.0 api replacements for the cogl_rectangle[_*]
functions that don't depend on having a current pipeline set on the
context via cogl_{set,push}_source() or having a current framebuffer set
on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch
away from having a statefull context that affects drawing to having
framebuffer drawing apis that are explicitly passed a framebuffer and
pipeline.

To test this change several of the conformance tests were updated to use
this api instead of cogl_rectangle and
cogl_rectangle_with_texture_coords. Since it's quite laborious going
through all of the conformance tests the opportunity was taken to make
other clean ups in the conformance tests to replace other uses of
1.x api with experimental 2.0 api so long as that didn't affect what was
being tested.
2012-03-20 12:33:40 +00:00

277 lines
7.6 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
} TestState;
static CoglHandle
create_source_rect (void)
{
#ifdef GL_TEXTURE_RECTANGLE_ARB
int x, y;
GLint prev_unpack_row_length;
GLint prev_unpack_alignment;
GLint prev_unpack_skip_rows;
GLint prev_unpack_skip_pixles;
GLint prev_rectangle_binding;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
GLuint gl_tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 0;
*(p++) = 255;
}
/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
* texture so we need to save the state that we modify so we can
* restore it afterwards and be sure not to interfere with any state
* caching that Cogl may do internally.
*/
glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB, &prev_rectangle_binding);
glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
glGenTextures (1, &gl_tex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, 256, 256, 0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
/* Now restore the original GL state as Cogl had left it */
glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
g_assert (glGetError () == GL_NO_ERROR);
g_free (data);
tex = cogl_texture_new_from_foreign (gl_tex,
GL_TEXTURE_RECTANGLE_ARB,
256, 256, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
return tex;
#else /* GL_TEXTURE_RECTANGLE_ARB */
return COGL_INVALID_HANDLE;
#endif /* GL_TEXTURE_RECTANGLE_ARB */
}
static CoglHandle
create_source_2d (void)
{
int x, y;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = x;
*(p++) = y;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static void
draw_frame (TestState *state)
{
GLuint gl_tex;
CoglHandle tex_rect = create_source_rect ();
CoglHandle material_rect = cogl_material_new ();
CoglHandle tex_2d = create_source_2d ();
CoglHandle material_2d = cogl_material_new ();
g_assert (tex_rect != COGL_INVALID_HANDLE);
cogl_material_set_layer (material_rect, 0, tex_rect);
cogl_material_set_layer_filters (material_rect, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material_2d, 0, tex_2d);
cogl_material_set_layer_filters (material_2d, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material_rect);
/* Render the texture repeated horizontally twice */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render the top half of the texture to test without repeating */
cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
cogl_set_source (material_2d);
/* Render the top half of a regular 2D texture */
cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
/* Flush the rendering now so we can safely delete the texture */
cogl_flush ();
cogl_handle_unref (material_rect);
/* Cogl doesn't destroy foreign textures so we have to do it manually */
cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
glDeleteTextures (1, &gl_tex);
cogl_handle_unref (tex_rect);
}
static void
validate_result (TestState *state)
{
guint8 *data, *p;
int x, y;
p = data = g_malloc (512 * 384 * 4);
cogl_read_pixels (0, 0, 512, 384,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
for (y = 0; y < 384; y++)
for (x = 0; x < 512; x++)
{
if (x >= 256 && y >= 256)
{
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, x & 0xff);
g_assert_cmpint (p[2], ==, y & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 0);
}
p += 4;
}
g_free (data);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
draw_frame (state);
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static gboolean
check_rectangle_extension (void)
{
static const char rect_extension[] = "GL_ARB_texture_rectangle";
const char *extensions = (const char *) glGetString (GL_EXTENSIONS);
const char *extensions_end;
extensions_end = extensions + strlen (extensions);
while (extensions < extensions_end)
{
const char *end = strchr (extensions, ' ');
if (end == NULL)
end = extensions_end;
if (end - extensions == sizeof (rect_extension) - 1 &&
!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
return TRUE;
extensions = end + 1;
}
return FALSE;
}
void
test_texture_rectangle (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.stage = clutter_stage_get_default ();
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (check_rectangle_extension ())
{
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
if (cogl_test_verbose ())
g_print ("OK\n");
}
else if (cogl_test_verbose ())
g_print ("Skipping\n");
}