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179 lines
5.5 KiB
C
179 lines
5.5 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.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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#define FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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uint32_t *pixels;
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uint8_t *pixelsc;
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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/* All offscreen rendering is done upside down so the first thing we
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* verify is reading back grid of colors from a CoglOffscreen framebuffer
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*/
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = test_utils_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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TEST_UTILS_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_with_texture (tex);
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cogl_push_framebuffer (offscreen);
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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 (-1, 1, 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, 1, 1, 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 (-1, 0, 0, -1);
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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, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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/* Now verify reading back from an onscreen framebuffer...
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*/
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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/* Verify using BGR format */
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixelsc = g_malloc0 (FRAMEBUFFER_WIDTH * 3 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_BGR_888,
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(guchar *)pixelsc);
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g_assert_cmpint (pixelsc[0], ==, 0x00);
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g_assert_cmpint (pixelsc[1], ==, 0x00);
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g_assert_cmpint (pixelsc[2], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 0], ==, 0x00);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 1], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 2], ==, 0x00);
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g_free (pixelsc);
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cogl_handle_unref (tex);
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/* Restore the viewport and matrices state */
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cogl_set_viewport (saved_viewport[0],
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saved_viewport[1],
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saved_viewport[2],
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saved_viewport[3]);
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cogl_set_projection_matrix (&saved_projection);
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cogl_pop_matrix ();
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static CoglBool
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queue_redraw (void *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_readpixels (TestUtilsGTestFixture *fixture,
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void *data)
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{
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unsigned int idle_source;
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ClutterActor *stage;
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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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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), 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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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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