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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.
145 lines
4.7 KiB
C
145 lines
4.7 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 = { 0x00, 0x00, 0x00, 0xff };
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static void
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paint_cb (ClutterActor *stage)
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{
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/* This texture is painted mirrored around the x-axis */
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guint8 data0[] = {
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0xff, 0x00, 0x00, /* red -> becomes bottom left */
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0x00, 0xff, 0x00, /* green -> becomes bottom right */
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0x00, 0x00, 0xff, /* blue -> becomes top left */
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0xff, 0x00, 0xff /* magenta -> becomes top right */
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};
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/* This texture is painted mirrored about the y-axis */
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guint8 data1[] = {
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0x00, 0xff, 0x00, /* green -> becomes top right */
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0xff, 0xff, 0x00, /* yellow -> becomes top left */
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0xff, 0x00, 0xff, /* magenta -> becomes bottom right */
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0x00, 0xff, 0xff /* cyan -> becomes bottom left */
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};
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CoglHandle tex0, tex1;
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CoglPipeline *pipeline;
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CoglMatrix matrix;
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int width, height;
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guint8 *pixels, *p;
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width = clutter_actor_get_width (stage);
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height = clutter_actor_get_height (stage);
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tex0 = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6,
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data0);
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tex1 = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6,
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data1);
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pipeline = cogl_pipeline_new ();
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/* Set the two textures as layers */
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cogl_pipeline_set_layer_texture (pipeline, 0, tex0);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_pipeline_set_layer_texture (pipeline, 1, tex1);
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cogl_pipeline_set_layer_filters (pipeline, 1,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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/* Set a combine mode so that the two textures get added together */
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA=ADD(PREVIOUS, TEXTURE)",
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NULL);
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/* Set a matrix on the first layer so that it will mirror about the y-axis */
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, 0.0f, 1.0f, 0.0f);
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cogl_matrix_scale (&matrix, 1.0f, -1.0f, 1.0f);
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cogl_pipeline_set_layer_matrix (pipeline, 0, &matrix);
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/* Set a matrix on the second layer so that it will mirror about the x-axis */
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, 1.0f, 0.0f, 0.0f);
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cogl_matrix_scale (&matrix, -1.0f, 1.0f, 1.0f);
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cogl_pipeline_set_layer_matrix (pipeline, 1, &matrix);
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, width, height);
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cogl_handle_unref (tex1);
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cogl_handle_unref (tex0);
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cogl_object_unref (pipeline);
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/* The textures are setup so that when added together with the
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correct matrices then all of the pixels should be white. We can
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verify this by reading back the entire stage */
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pixels = g_malloc (width * height * 4);
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cogl_read_pixels (0, 0, 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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pixels);
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for (p = pixels + width * height * 4; p > pixels;)
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{
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p -= 4;
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g_assert_cmpint (p[0], ==, 0xff);
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g_assert_cmpint (p[1], ==, 0xff);
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g_assert_cmpint (p[2], ==, 0xff);
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}
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g_free (pixels);
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clutter_main_quit ();
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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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void
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test_cogl_pipeline_user_matrix (TestUtilsGTestFixture *fixture,
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void *data)
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{
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ClutterActor *stage;
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unsigned int idle_source;
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unsigned int paint_handler;
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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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/* 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, stage);
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (paint_cb),
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NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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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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