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https://github.com/brl/mutter.git
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c9a81f035e
Some of the Clutter code was using GL types for the primitive types such as GLint and GLubyte and then passing these to Cogl. This doesn't make much sense because the Cogl functions directly take native C types. This patch just replaces them with either a native C type or a glib type. Some of the cogl conformance tests are trying to directly call GL for example to test creating a foreign texture. These tests have been changed to manually define the GL enum values instead of relying on a GL header to define them. This is necessary because Cogl may soon stop including a GL header from its public headers. Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
308 lines
8.5 KiB
C
308 lines
8.5 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, 0x0, 0x0, 0xff };
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static TestConformGLFunctions gl_functions;
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typedef struct _TestState
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{
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ClutterActor *stage;
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} TestState;
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#ifndef GL_EXTENSIONS
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#define GL_EXTENSIONS 0x1F03
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#endif
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#ifndef GL_TEXTURE_RECTANGLE_ARB
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#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
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#endif
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#ifndef GL_UNPACK_ROW_LENGTH
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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#ifndef GL_UNPACK_ALIGNMENT
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#define GL_UNPACK_ALIGNMENT 0x0CF5
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#endif
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#ifndef GL_UNPACK_SKIP_ROWS
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#define GL_UNPACK_SKIP_ROWS 0x0CF3
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#endif
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#ifndef GL_UNPACK_SKIP_PIXELS
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#define GL_UNPACK_SKIP_PIXELS 0x0CF4
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#endif
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#ifndef GL_RGBA
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#define GL_RGBA 0x1908
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#endif
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#ifndef GL_UNSIGNED_BYTE
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#define GL_UNSIGNED_BYTE 0x1401
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#endif
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#ifndef GL_NO_ERROR
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#define GL_NO_ERROR 0x0
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#endif
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#ifndef GL_TEXTURE_BINDING_RECTANGLE_ARB
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#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
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#endif
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static CoglHandle
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create_source_rect (void)
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{
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int x, y;
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int prev_unpack_row_length;
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int prev_unpack_alignment;
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int prev_unpack_skip_rows;
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int prev_unpack_skip_pixles;
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int prev_rectangle_binding;
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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guint gl_tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 0;
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*(p++) = 255;
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}
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/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
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* texture so we need to save the state that we modify so we can
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* restore it afterwards and be sure not to interfere with any state
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* caching that Cogl may do internally.
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*/
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gl_functions.glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
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gl_functions.glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
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gl_functions.glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
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gl_functions.glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
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gl_functions.glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB,
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&prev_rectangle_binding);
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gl_functions.glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
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gl_functions.glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
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gl_functions.glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
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gl_functions.glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
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gl_functions.glGenTextures (1, &gl_tex);
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gl_functions.glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
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gl_functions.glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
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GL_RGBA, 256, 256, 0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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data);
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/* Now restore the original GL state as Cogl had left it */
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gl_functions.glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
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gl_functions.glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
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gl_functions.glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
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gl_functions.glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
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gl_functions.glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
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g_assert (gl_functions.glGetError () == GL_NO_ERROR);
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g_free (data);
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tex = cogl_texture_new_from_foreign (gl_tex,
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GL_TEXTURE_RECTANGLE_ARB,
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256, 256, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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return tex;
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}
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static CoglHandle
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create_source_2d (void)
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{
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int x, y;
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = 0;
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*(p++) = x;
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*(p++) = y;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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256 * 4,
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data);
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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 (TestState *state)
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{
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guint gl_tex;
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CoglHandle tex_rect = create_source_rect ();
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CoglHandle material_rect = cogl_material_new ();
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CoglHandle tex_2d = create_source_2d ();
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CoglHandle material_2d = cogl_material_new ();
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g_assert (tex_rect != COGL_INVALID_HANDLE);
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cogl_material_set_layer (material_rect, 0, tex_rect);
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cogl_material_set_layer_filters (material_rect, 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_2d, 0, tex_2d);
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cogl_material_set_layer_filters (material_2d, 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_rect);
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/* Render the texture repeated horizontally twice */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
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0.0f, 0.0f, 2.0f, 1.0f);
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/* Render the top half of the texture to test without repeating */
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cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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cogl_set_source (material_2d);
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/* Render the top half of a regular 2D texture */
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cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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/* Flush the rendering now so we can safely delete the texture */
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cogl_flush ();
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cogl_handle_unref (material_rect);
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/* Cogl doesn't destroy foreign textures so we have to do it manually */
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cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
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gl_functions.glDeleteTextures (1, &gl_tex);
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cogl_handle_unref (tex_rect);
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}
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static void
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validate_result (TestState *state)
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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 (512 * 384 * 4);
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cogl_read_pixels (0, 0, 512, 384,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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data);
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for (y = 0; y < 384; y++)
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for (x = 0; x < 512; x++)
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{
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if (x >= 256 && y >= 256)
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{
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g_assert_cmpint (p[0], ==, 0);
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g_assert_cmpint (p[1], ==, x & 0xff);
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g_assert_cmpint (p[2], ==, y & 0xff);
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}
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else
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{
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g_assert_cmpint (p[0], ==, x & 0xff);
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g_assert_cmpint (p[1], ==, y & 0xff);
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g_assert_cmpint (p[2], ==, 0);
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}
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p += 4;
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}
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g_free (data);
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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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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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draw_frame (state);
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validate_result (state);
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}
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static gboolean
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queue_redraw (gpointer 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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static gboolean
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check_rectangle_extension (void)
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{
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static const char rect_extension[] = "GL_ARB_texture_rectangle";
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const char *extensions =
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(const char *) gl_functions.glGetString (GL_EXTENSIONS);
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const char *extensions_end;
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extensions_end = extensions + strlen (extensions);
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while (extensions < extensions_end)
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{
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const char *end = strchr (extensions, ' ');
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if (end == NULL)
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end = extensions_end;
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if (end - extensions == sizeof (rect_extension) - 1 &&
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!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
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return TRUE;
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extensions = end + 1;
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}
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return FALSE;
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}
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void
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test_cogl_texture_rectangle (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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guint idle_source;
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guint paint_handler;
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state.stage = clutter_stage_new ();
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test_conform_get_gl_functions (&gl_functions);
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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 (check_rectangle_extension ())
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{
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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clutter_actor_destroy (state.stage);
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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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