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* clutter/cogl/common/cogl-mesh.c: Make sure we use the appropriate cogl_wrap_gl* funcs as appropriate * clutter/cogl/gles/cogl-gles2-wrapper.c * clutter/cogl/gles/cogl-gles2-wrapper.h: In our glColorPointer wrapper we needed to mark our color attribute as normalized. * tests/conform/Makefile.am: When creating unit test symlinks we use the -l gtester option to list tests, but when using the PVR SDK the test binary also spews out some extra info that caused lots of random symlinks to be created. We now grep for lines starting with a '/' * tests/conform/test-mesh-contiguous.c * tests/conform/test-mesh-mutability.c: Use cogl_set_source_color instead of directly calling glColor4ub
201 lines
4.8 KiB
C
201 lines
4.8 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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/* This test verifies that modifying mesh objects works, by updating
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* vertex positions, and deleting and re-adding different color attributes.
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*
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* If you want visual feedback of what this test paints for debugging purposes,
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* then remove the call to clutter_main_quit() in validate_result.
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*/
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typedef struct _TestState
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{
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CoglHandle mesh;
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ClutterGeometry stage_geom;
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guint frame;
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} TestState;
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static void
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validate_result (TestState *state)
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{
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GLubyte pixel[4];
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GLint y_off = state->stage_geom.height - 90;
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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/* NB: We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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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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/* Should see a red pixel */
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glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
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/* Should see a green pixel */
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glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] != 0 && pixel[BLUE] == 0);
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#undef RED
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#undef GREEN
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#undef BLUE
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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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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GLfloat triangle_verts[3][2] =
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{
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{100.0, 0.0},
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{200.0, 100.0},
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{100.0, 100.0}
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};
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GLbyte triangle_colors[3][4] =
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{
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{0x00, 0xff, 0x00, 0xff}, /* blue */
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{0x00, 0xff, 0x00, 0x00}, /* transparent blue */
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{0x00, 0xff, 0x00, 0x00} /* transparent blue */
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};
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/*
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* Draw a red triangle
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*/
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_mesh_add_attribute (state->mesh,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_verts);
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cogl_mesh_delete_attribute (state->mesh, "gl_Color");
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cogl_mesh_submit (state->mesh);
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cogl_mesh_draw_arrays (state->mesh,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/*
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* Draw a faded green triangle
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*/
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cogl_mesh_add_attribute (state->mesh,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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triangle_colors);
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cogl_mesh_submit (state->mesh);
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cogl_translate (100, 0, 0);
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cogl_mesh_draw_arrays (state->mesh,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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if (state->frame >= 2)
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validate_result (state);
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else
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g_usleep (G_USEC_PER_SEC);
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state->frame++;
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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_mesh_mutability (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
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ClutterActor *group;
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state.frame = 0;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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clutter_actor_get_geometry (stage, &state.stage_geom);
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group = clutter_group_new ();
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clutter_actor_set_size (group,
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state.stage_geom.width,
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state.stage_geom.height);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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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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g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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{
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GLfloat triangle_verts[3][2] =
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{
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{0.0, 0.0},
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{100.0, 100.0},
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{0.0, 100.0}
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};
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GLbyte triangle_colors[3][4] =
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{
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{0x00, 0x00, 0xff, 0xff}, /* blue */
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{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
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{0x00, 0x00, 0xff, 0x00} /* transparent blue */
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};
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state.mesh = cogl_mesh_new (3 /* n vertices */);
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cogl_mesh_add_attribute (state.mesh,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_verts);
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cogl_mesh_add_attribute (state.mesh,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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triangle_colors);
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cogl_mesh_submit (state.mesh);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_mesh_unref (state.mesh);
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g_print ("OK\n");
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}
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