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54735dec84
The coding style has for a long time said to avoid using redundant glib data types such as gint or gchar etc because we feel that they make the code look unnecessarily foreign to developers coming from outside of the Gnome developer community. Note: When we tried to find the historical rationale for the types we just found that they were apparently only added for consistent syntax highlighting which didn't seem that compelling. Up until now we have been continuing to use some of the platform specific type such as gint{8,16,32,64} and gsize but this patch switches us over to using the standard c99 equivalents instead so we can further ensure that our code looks familiar to the widest range of C developers who might potentially contribute to Cogl. So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this switches all Cogl code to instead use the int{8,16,32,64}_t and uint{8,16,32,64}_t c99 types instead. Instead of gsize we now use size_t For now we are not going to use the c99 _Bool type and instead we have introduced a new CoglBool type to use instead of gboolean. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
211 lines
6.3 KiB
C
211 lines
6.3 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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int paddiing;
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} TestState;
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static CoglTexture *
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create_dummy_texture (void)
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{
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/* Create a dummy 1x1 green texture to replace the color from the
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vertex shader */
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static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };
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return cogl_texture_new_from_data (1, 1, /* size */
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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4, /* rowstride */
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data);
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}
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static void
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paint_legacy (TestState *state)
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{
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CoglHandle material = cogl_material_new ();
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CoglTexture *tex;
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_material_set_color (material, &color);
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/* Override the vertex color in the texture environment with a
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constant green color provided by a texture */
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tex = create_dummy_texture ();
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cogl_material_set_layer (material, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something using the material */
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cogl_set_source (material);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_program_use (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_program_use (COGL_INVALID_HANDLE);
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cogl_handle_unref (material);
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cogl_handle_unref (program);
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}
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static void
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paint (TestState *state)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (ctx);
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CoglTexture *tex;
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_pipeline_set_color (pipeline, &color);
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/* Override the vertex color in the texture environment with a
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constant green color provided by a texture */
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tex = create_dummy_texture ();
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something without the program */
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_pipeline_set_user_program (pipeline, program);
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cogl_handle_unref (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
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cogl_object_unref (pipeline);
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}
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static void
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validate_result (CoglFramebuffer *framebuffer)
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{
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/* Non-shader version */
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test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
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/* Shader version */
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test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
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}
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void
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test_just_vertex_shader (void)
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{
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TestState state;
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cogl_framebuffer_orthographic (fb,
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0, 0,
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cogl_framebuffer_get_width (fb),
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cogl_framebuffer_get_height (fb),
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-1,
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100);
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/* If shaders aren't supported then we can't run the test */
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if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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{
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/* XXX: we have to push/pop a framebuffer since this test currently
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* uses the legacy cogl_rectangle() api. */
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cogl_push_framebuffer (fb);
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paint_legacy (&state);
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validate_result (fb);
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paint (&state);
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validate_result (fb);
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cogl_pop_framebuffer ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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else if (cogl_test_verbose ())
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g_print ("Skipping\n");
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}
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