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When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
209 lines
5.8 KiB
C
209 lines
5.8 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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unsigned int padding;
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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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uint8_t red,
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uint8_t green,
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uint8_t blue,
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uint8_t alpha)
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{
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uint8_t *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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uint8_t *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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#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 = test_utils_texture_new_from_data (QUAD_WIDTH * 2,
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QUAD_WIDTH * 2,
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TEST_UTILS_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,
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ClutterPaintContext *paint_context,
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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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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_object_unref (material);
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cogl_object_unref (tex0);
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cogl_object_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 (void *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_multitexture (TestUtilsGTestFixture *fixture,
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void *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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unsigned int idle_source;
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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 incase someone comments out the
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* clutter_main_quit and wants visual feedback for the test since we
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* wont be doing anything else that 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_clear_handle_id (&idle_source, g_source_remove);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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