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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.
331 lines
8.4 KiB
C
331 lines
8.4 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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#define TILE_SIZE 32.0f
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enum
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{
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TILE_MAP,
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TILE_SET_DATA,
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NB_TILES,
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TILE_SET_REGION,
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};
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typedef struct test_tile
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{
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ClutterColor color;
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gfloat x, y;
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CoglHandle buffer;
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CoglHandle texture;
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} TestTile;
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static const ClutterColor
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buffer_colors[] =
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{
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};
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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unsigned int frame;
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TestTile *tiles;
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} TestState;
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static CoglHandle
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create_texture_from_buffer (CoglHandle buffer)
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{
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CoglHandle texture;
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texture = cogl_texture_new_from_buffer (buffer,
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TILE_SIZE, TILE_SIZE,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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TILE_SIZE * 4,
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0);
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g_assert (texture != COGL_INVALID_HANDLE);
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return texture;
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}
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static void
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create_map_tile (TestTile *tile)
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{
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CoglHandle buffer;
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guchar *map;
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unsigned int i;
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unsigned int stride = 0;
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guint8 *line;
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buffer = cogl_pixel_array_new_with_size (TILE_SIZE,
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TILE_SIZE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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&stride);
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g_assert (cogl_is_pixel_array (buffer));
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g_assert (cogl_is_buffer (buffer));
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cogl_buffer_set_update_hint (buffer, COGL_BUFFER_UPDATE_HINT_DYNAMIC);
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g_assert_cmpint (cogl_buffer_get_update_hint (buffer),
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==,
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COGL_BUFFER_UPDATE_HINT_DYNAMIC);
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map = cogl_buffer_map (buffer,
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD);
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g_assert (map);
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line = g_alloca (TILE_SIZE * 4);
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for (i = 0; i < TILE_SIZE * 4; i += 4)
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memcpy (line + i, &tile->color, 4);
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for (i = 0; i < TILE_SIZE; i++)
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memcpy (map + stride * i, line, TILE_SIZE * 4);
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cogl_buffer_unmap (buffer);
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tile->buffer = buffer;
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tile->texture = create_texture_from_buffer (tile->buffer);
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}
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#if 0
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static void
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create_set_region_tile (TestTile *tile)
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{
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CoglHandle buffer;
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ClutterColor bottom_color;
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unsigned int rowstride = 0;
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guchar *data;
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unsigned int i;
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buffer = cogl_pixel_array_with_size (TILE_SIZE,
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TILE_SIZE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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&rowstride);
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g_assert (cogl_is_pixel_array (buffer));
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g_assert (cogl_is_buffer (buffer));
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/* while at it, set/get the hint */
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cogl_buffer_set_hint (buffer, COGL_BUFFER_HINT_STATIC_TEXTURE);
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g_assert (cogl_buffer_get_hint (buffer) == COGL_BUFFER_HINT_STATIC_TEXTURE);
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data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
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/* create a buffer with the data we want to copy to the buffer */
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for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
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memcpy (data + i, &tile->color, 4);
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cogl_pixel_array_set_region (buffer,
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data,
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TILE_SIZE, TILE_SIZE,
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TILE_SIZE,
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0, 0);
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bottom_color.red = tile->color.red;
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bottom_color.green = tile->color.blue;
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bottom_color.blue = tile->color.green;
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bottom_color.alpha = tile->color.alpha;
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for (i = 0; i < TILE_SIZE / 2; i++)
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memcpy (data + i, &bottom_color, 4);
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cogl_buffer_set_data (buffer, data, 0, TILE_SIZE * TILE_SIZE * 4 / 2);
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g_free (data);
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tile->buffer = buffer;
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tile->texture = create_texture_from_buffer (tile->buffer);
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}
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#endif
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static void
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create_set_data_tile (TestTile *tile)
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{
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CoglHandle buffer;
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unsigned int rowstride = 0;
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gboolean res;
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guchar *data;
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unsigned int i;
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buffer = cogl_pixel_array_new_with_size (TILE_SIZE,
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TILE_SIZE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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&rowstride);
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g_assert (cogl_is_pixel_array (buffer));
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g_assert (cogl_is_buffer (buffer));
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g_assert_cmpint (cogl_buffer_get_size (buffer), ==, rowstride * TILE_SIZE);
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/* create a buffer with the data we want to copy to the buffer */
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data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
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for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
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memcpy (data + i, &tile->color, 4);
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/* FIXME: this doesn't consider the rowstride */
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res = cogl_buffer_set_data (buffer, 0, data, TILE_SIZE * TILE_SIZE * 4);
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g_assert (res);
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g_free (data);
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tile->buffer = buffer;
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tile->texture = create_texture_from_buffer (tile->buffer);
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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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unsigned int i;
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/* Paint the textures */
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for (i = 0; i < NB_TILES; i++)
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{
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cogl_set_source_texture (state->tiles[i].texture);
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cogl_rectangle (state->tiles[i].x,
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state->tiles[i].y,
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state->tiles[i].x + TILE_SIZE,
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state->tiles[i].y + TILE_SIZE);
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}
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}
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static gboolean
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validate_tile (TestState *state,
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TestTile *tile)
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{
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int x, y;
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guchar *pixels, *p;
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p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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tile->x,
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tile->y,
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TILE_SIZE,
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TILE_SIZE);
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/* Check whether the center of each division is the right color */
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for (y = 0; y < TILE_SIZE; y++)
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for (x = 0; x < TILE_SIZE; x++)
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{
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if (p[0] != tile->color.red ||
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p[1] != tile->color.green ||
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p[2] != tile->color.blue ||
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p[3] != tile->color.alpha)
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{
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return FALSE;
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}
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p += 4;
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}
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return TRUE;
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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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unsigned int i;
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for (i = 0; i < NB_TILES; i++)
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g_assert (validate_tile (state, &state->tiles[i]));
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/* comment this if you want to see what's being drawn */
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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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int frame_num;
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draw_frame (state);
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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frame_num = state->frame++;
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if (frame_num == 1)
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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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void
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test_cogl_pixel_array (TestUtilsGTestFixture *fixture,
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void * data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler, i;
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static TestTile tiles[NB_TILES] =
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{
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/* color x y buffer tex */
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/* MAP */
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{ { 0xff, 0x00, 0x00, 0xff }, 0.0f, 0.0f, NULL, NULL },
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#if 0
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/* SET_REGION */
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{ { 0x7e, 0x7e, 0xff, 0x7e }, 0.0f, TILE_SIZE, NULL, NULL },
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#endif
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/* SET_DATA */
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{ { 0x7e, 0xff, 0x7e, 0xff }, 0.0f, TILE_SIZE, NULL, NULL }
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};
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state.frame = 0;
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state.stage = clutter_stage_get_default ();
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create_map_tile (&tiles[TILE_MAP]);
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#if 0
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create_set_region_tile (&tiles[TILE_SET_REGION]);
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#endif
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create_set_data_tile (&tiles[TILE_SET_DATA]);
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state.tiles = tiles;
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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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for (i = 0; i < NB_TILES; i++)
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{
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cogl_handle_unref (state.tiles[i].buffer);
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cogl_handle_unref (state.tiles[i].texture);
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}
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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