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af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
200 lines
5.5 KiB
C
200 lines
5.5 KiB
C
#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
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#include <cogl/cogl.h>
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#include "test-utils.h"
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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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typedef struct _TestState
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{
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int fb_width;
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int fb_height;
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} TestState;
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static void
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check_quadrant (TestState *state,
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int qx,
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int qy,
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uint32_t expected_rgba)
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{
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/* The quadrants are all stuffed into the top right corner of the
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framebuffer */
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int x = state->fb_width * qx / 4 + state->fb_width / 2;
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int y = state->fb_height * qy / 4;
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int width = state->fb_width / 4;
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int height = state->fb_height / 4;
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/* Subtract a two-pixel gap around the edges to allow some rounding
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differences */
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x += 2;
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y += 2;
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width -= 4;
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height -= 4;
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test_utils_check_region (test_fb, x, y, width, height, expected_rgba);
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}
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static void
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test_paint (TestState *state)
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{
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CoglTexture2D *tex_2d;
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CoglTexture *tex;
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CoglOffscreen *offscreen;
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tex_2d = cogl_texture_2d_new_with_size (test_ctx,
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state->fb_width,
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state->fb_height);
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tex = tex_2d;
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offscreen = cogl_offscreen_new_with_texture (tex);
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/* Set a scale and translate transform on the window framebuffer
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* before switching to the offscreen framebuffer so we can verify it
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* gets restored when we switch back
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*
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* The test is going to draw a grid of 4 colors to a texture which
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* we subsequently draw to the window with a fullscreen rectangle.
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* This transform will flip the texture left to right, scale it to a
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* quarter of the window size and slide it to the top right of the
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* window.
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*/
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cogl_push_matrix ();
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cogl_translate (0.5, 0.5, 0);
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cogl_scale (-0.5, 0.5, 1);
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cogl_push_framebuffer (offscreen);
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/* Cogl should release the last reference when we call cogl_pop_framebuffer()
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*/
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cogl_object_unref (offscreen);
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/* Setup something other than the identity matrix for the modelview so we can
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* verify it gets restored when we call cogl_pop_framebuffer () */
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cogl_scale (2, 2, 1);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-0.5, 0.5, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 0.5, 0.5, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-0.5, 0, 0, -0.5);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 0.5, -0.5);
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cogl_pop_framebuffer ();
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_object_unref (tex_2d);
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cogl_pop_matrix ();
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/* NB: The texture is drawn flipped horizontally and scaled to fit in the
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* top right corner of the window. */
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/* red, top right */
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check_quadrant (state, 1, 0, 0xff0000ff);
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/* green, top left */
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check_quadrant (state, 0, 0, 0x00ff00ff);
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/* blue, bottom right */
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check_quadrant (state, 1, 1, 0x0000ffff);
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/* white, bottom left */
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check_quadrant (state, 0, 1, 0xffffffff);
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}
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static void
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test_flush (TestState *state)
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{
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CoglTexture2D *tex_2d;
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CoglTexture *tex;
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CoglOffscreen *offscreen;
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CoglColor clear_color;
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int i;
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for (i = 0; i < 3; i++)
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{
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/* This tests that rendering to a framebuffer and then reading back
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the contents of the texture will automatically flush the
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journal */
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tex_2d = cogl_texture_2d_new_with_size (test_ctx,
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16, 16); /* width/height */
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tex = tex_2d;
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offscreen = cogl_offscreen_new_with_texture (tex);
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cogl_push_framebuffer (offscreen);
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cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 255);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
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cogl_set_source_color4ub (255, 0, 0, 255);
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cogl_rectangle (-1, -1, 1, 1);
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if (i == 0)
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/* First time check using read pixels on the offscreen */
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test_utils_check_region (offscreen,
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1, 1, 15, 15, 0xff0000ff);
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else if (i == 1)
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{
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uint8_t data[16 * 4 * 16];
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int x, y;
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/* Second time try reading back the texture contents */
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cogl_texture_get_data (tex,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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16 * 4, /* rowstride */
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data);
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for (y = 1; y < 15; y++)
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for (x = 1; x < 15; x++)
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test_utils_compare_pixel (data + x * 4 + y * 16 * 4,
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0xff0000ff);
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}
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cogl_pop_framebuffer ();
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if (i == 2)
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{
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/* Third time try drawing the texture to the screen */
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, -1, 1, 1);
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test_utils_check_region (test_fb,
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2, 2, /* x/y */
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state->fb_width - 4,
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state->fb_height - 4,
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0xff0000ff);
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}
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cogl_object_unref (tex_2d);
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cogl_object_unref (offscreen);
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}
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}
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void
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test_offscreen (void)
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{
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TestState state;
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state.fb_width = cogl_framebuffer_get_width (test_fb);
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state.fb_height = cogl_framebuffer_get_height (test_fb);
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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 (test_fb);
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test_paint (&state);
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test_flush (&state);
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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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