mutter/tests/interactive/test-shader.c
Robert Bragg 603f936745 Bug 1162 - Re-works the tests/ to use the glib-2.16 unit testing
framework

	* configure.ac:
	* tests/*:
	The tests have been reorganised into different categories: conformance,
	interactive and micro benchmarks.
	- conformance tests can be run as part of automated tests
	- interactive tests are basically all the existing tests
	- micro benchmarks focus on a single performance metric

	I converted the timeline tests to conformance tests and also added some
	tests from Neil Roberts and Ebassi.

	Note: currently only the conformance tests use the glib test APIs,
	though the micro benchmarks should too.

	The other change is to make the unit tests link into monolithic binaries
	which makes the build time for unit tests considerably faster. To deal
	with the extra complexity this adds to debugging individual tests I
	have added some sugar to the makefiles so all the tests can be run
	directly via a symlink and when an individual test is run this way,
	then a note is printed to the terminal explaining exactly how that test
	may be debugged using GDB.

	There is a convenience make rule: 'make test-report', that will run all
	the conformance tests and hopefully even open the results in your web
	browser. It skips some of the slower timeline tests, but you can run
	those using 'make full-report'
2008-11-07 19:32:28 +00:00

400 lines
12 KiB
C

/*#define TEST_GROUP */
#include <clutter/clutter.h>
#include "../config.h"
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
/* Dynamic branching appeared in "Shader Model 3.0" that low-end IGPs
* don't support.
*/
#define GPU_SUPPORTS_DYNAMIC_BRANCHING 0
typedef struct
{
gchar *name;
gchar *source;
} ShaderSource;
/* These variables are used instead of the standard GLSL variables on
GLES 2 */
#ifdef HAVE_COGL_GLES2
#define GLES2_VARS \
"precision mediump float;\n" \
"varying vec2 tex_coord;\n" \
"varying vec4 frag_color;\n"
#define TEX_COORD "tex_coord"
#define COLOR_VAR "frag_color"
#else /* HAVE_COGL_GLES2 */
#define GLES2_VARS ""
#define TEX_COORD "gl_TexCoord[0]"
#define COLOR_VAR "gl_Color"
#endif /* HAVE_COGL_GLES2 */
/* a couple of boilerplate defines that are common amongst all the
* sample shaders
*/
/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
* initialized, from a sampler2D in a variable tex.
*/
#define FRAGMENT_SHADER_VARS \
GLES2_VARS \
"uniform sampler2D tex;" \
"uniform float x_step, y_step;" \
#define FRAGMENT_SHADER_BEGIN \
"void main (){" \
" vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work
* correctly).
*/
#define FRAGMENT_SHADER_END \
" gl_FragColor = color;" \
" gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
"}"
static ShaderSource shaders[]=
{
{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
FRAGMENT_SHADER_END
},
{"box-blur",
FRAGMENT_SHADER_VARS
#if GPU_SUPPORTS_DYNAMIC_BRANCHING
"uniform float radius;"
FRAGMENT_SHADER_BEGIN
"float u, v;"
"int count = 1;"
"for (u=-radius;u<radius;u++)"
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2D(tex, "
" vec2(" TEX_COORD ".s + u * 2.0 * x_step, "
" " TEX_COORD ".t + v * 2.0 * y_step));"
" count ++;"
" }"
"color = color / float(count);"
FRAGMENT_SHADER_END
#else
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{"
" return texture2D (tex, " TEX_COORD ".st "
" + vec2(dx, dy) * 2.0);"
"}"
FRAGMENT_SHADER_BEGIN
" float count = 1.0;"
" color += get_rgba_rel (tex, -x_step, -y_step); count++;"
" color += get_rgba_rel (tex, -x_step, 0.0); count++;"
" color += get_rgba_rel (tex, -x_step, y_step); count++;"
" color += get_rgba_rel (tex, 0.0, -y_step); count++;"
" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
" color += get_rgba_rel (tex, 0.0, y_step); count++;"
" color += get_rgba_rel (tex, x_step, -y_step); count++;"
" color += get_rgba_rel (tex, x_step, 0.0); count++;"
" color += get_rgba_rel (tex, x_step, y_step); count++;"
" color = color / count;"
FRAGMENT_SHADER_END
#endif
},
{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
FRAGMENT_SHADER_END
},
{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness;"
"uniform float contrast;"
FRAGMENT_SHADER_BEGIN
" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
FRAGMENT_SHADER_END
},
{"gray",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
FRAGMENT_SHADER_END
},
{"combined-mirror",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".ts));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
" color = (color + colorB)/2.0;"
FRAGMENT_SHADER_END
},
{"edge-detect",
FRAGMENT_SHADER_VARS
"float get_avg_rel(sampler2D texB, float dx, float dy)"
"{"
" vec4 colorB = texture2D (texB, " TEX_COORD ".st + vec2(dx, dy));"
" return (colorB.r + colorB.g + colorB.b) / 3.0;"
"}"
FRAGMENT_SHADER_BEGIN
" mat3 sobel_h = mat3( 1.0, 2.0, 1.0,"
" 0.0, 0.0, 0.0,"
" -1.0, -2.0, -1.0);"
" mat3 sobel_v = mat3( 1.0, 0.0, -1.0,"
" 2.0, 0.0, -2.0,"
" 1.0, 0.0, -1.0);"
" mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step),"
" get_avg_rel(tex, -x_step, 0.0),"
" get_avg_rel(tex, -x_step, y_step),"
" get_avg_rel(tex, 0.0, -y_step),"
" get_avg_rel(tex, 0.0, 0.0),"
" get_avg_rel(tex, 0.0, y_step),"
" get_avg_rel(tex, x_step, -y_step),"
" get_avg_rel(tex, x_step, 0.0),"
" get_avg_rel(tex, x_step, y_step) );"
" mat3 gh = sobel_h * map;"
" mat3 gv = map * sobel_v;"
" float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +"
" gh[1][0] + gh[1][1] + gh[1][2] +"
" gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;"
" float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +"
" gv[1][0] + gv[1][1] + gv[1][2] +"
" gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;"
" float avg = (avgh + avgv) / 2.0;"
" color.r = avg * color.r;"
" color.g = avg * color.g;"
" color.b = avg * color.b;"
FRAGMENT_SHADER_END
},
/* Terminating NULL sentinel */
{NULL, NULL}
};
static gint shader_no = 0;
static void
set_shader_num (ClutterActor *actor, gint new_no)
{
int tex_width;
int tex_height;
if (new_no >= 0 && shaders[new_no].name)
{
ClutterShader *shader;
GError *error;
shader_no = new_no;
g_print ("setting shaders[%i] named '%s'\n",
shader_no,
shaders[shader_no].name);
shader = clutter_shader_new ();
error = NULL;
g_object_set (G_OBJECT (shader),
"fragment-source", shaders[shader_no].source, NULL);
/* try to bind the shader, provoking an error we catch if there is issues
* with the shader sources we've provided. At a later stage it should be
* possible to iterate through a set of alternate shader sources (glsl ->
* asm -> cg?) and the one that succesfully compiles is used.
*/
clutter_shader_compile (shader, &error);
if (error)
{
g_print ("unable to set shaders[%i] named '%s': %s",
shader_no, shaders[shader_no].name,
error->message);
g_error_free (error);
clutter_actor_set_shader (actor, NULL);
}
else
{
clutter_actor_set_shader (actor, NULL);
clutter_actor_set_shader (actor, shader);
clutter_actor_set_shader_param (actor, "radius", 3.0);
clutter_actor_set_shader_param (actor, "brightness", 0.4);
clutter_actor_set_shader_param (actor, "contrast", -1.9);
if (CLUTTER_IS_TEXTURE (actor))
{
tex_width = clutter_actor_get_width (actor);
tex_width = clutter_util_next_p2 (tex_width);
tex_height = clutter_actor_get_height (actor);
tex_height = clutter_util_next_p2 (tex_height);
clutter_actor_set_shader_param (actor, "x_step",
1.0f / tex_width);
clutter_actor_set_shader_param (actor, "y_step",
1.0f / tex_height);
}
}
}
}
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer data)
{
gint new_no;
if (event->button.button == 1)
{
new_no = shader_no - 1;
}
else
{
new_no = shader_no + 1;
}
set_shader_num (actor, new_no);
return FALSE;
}
#ifdef HAVE_COGL_GLES2
static gboolean
timeout_cb (gpointer data)
{
int new_no = shader_no + 1;
if (shaders[new_no].name == NULL)
new_no = 0;
set_shader_num (CLUTTER_ACTOR (data), new_no);
return TRUE;
}
#endif /* HAVE_COGL_GLES2 */
G_MODULE_EXPORT gint
test_shader_main (gint argc, gchar *argv[])
{
ClutterActor *actor;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
ClutterShader *shader;
GError *error;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 512, 384);
g_print ("applying shaders[%i] named '%s'\n",
shader_no,
shaders[shader_no].name);
shader = clutter_shader_new ();
error = NULL;
clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
clutter_shader_compile (shader, &error);
if (error)
{
g_print ("unable to load shaders[%d] named '%s': %s\n",
shader_no,
shaders[shader_no].name,
error->message);
g_error_free (error);
return EXIT_FAILURE;
}
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
#ifndef TEST_GROUP
actor = g_object_new (CLUTTER_TYPE_TEXTURE,
"filename", "redhand.png",
"disable-slicing", TRUE,
NULL);
actor = clutter_texture_new_from_file ("redhand.png", &error);
if (!actor)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
#else
actor = clutter_group_new ();
{
ClutterActor *child1, *child2, *child3, *child4;
ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
child1 = clutter_texture_new_from_file ("redhand.png", &error);
if (!child1)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child2 = clutter_texture_new_from_file ("redhand.png", &error);
if (!child2)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child3 = clutter_rectangle_new ();
child4 = clutter_label_new_with_text ("Sans 20px", "Shady stuff");
clutter_rectangle_set_color (child3, &color);
clutter_actor_set_size (child3, 50, 50);
clutter_actor_set_position (child1, 0, 0);
clutter_actor_set_position (child2, 50, 100);
clutter_actor_set_position (child3, 30, -30);
clutter_actor_set_position (child4, -50, 20);
clutter_group_add (CLUTTER_GROUP (actor), child1);
clutter_group_add (CLUTTER_GROUP (actor), child2);
clutter_group_add (CLUTTER_GROUP (actor), child3);
clutter_group_add (CLUTTER_GROUP (actor), child4);
clutter_actor_show_all (actor);
}
#endif
clutter_actor_set_shader (actor, shader);
clutter_actor_set_position (actor, 100, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
clutter_actor_set_shader_param (actor, "brightness", 0.4);
clutter_actor_set_shader_param (actor, "contrast", -1.9);
clutter_actor_set_reactive (actor, TRUE);
g_signal_connect (actor, "button-release-event",
G_CALLBACK (button_release_cb), NULL);
#ifdef HAVE_COGL_GLES2
/* On an embedded platform it is difficult to right click so we will
cycle through the shaders automatically */
g_timeout_add_seconds (3, timeout_cb, actor);
#endif
/* Show everying ( and map window ) */
clutter_actor_show_all (stage);
clutter_main ();
return EXIT_SUCCESS;
}