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937337993d
The plan is to remove the cogl-auto-texture apis since they hide a bit too much from developers but currently the conformance tests depend on these apis in numerous places. For the conformance tests it makes some sense to continue using high level texture apis similar to the auto-texture apis since we may want to make broad variations to how textures are allocated as part of the testing running if that might help exercise more code paths. This patch copies much of the auto-texture functionality into some slightly more special purpose utilities in test-utils.c/h. Minor changes include being constrained to the public Cogl api and they also don't let you catch CoglErrors and just assume they should abort on error. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 911df79776ce6f695351c15e9872b4f1479d30bf) Conflicts: tests/conform/test-atlas-migration.c tests/conform/test-backface-culling.c tests/conform/test-blend-strings.c tests/conform/test-color-mask.c tests/conform/test-just-vertex-shader.c tests/conform/test-npot-texture.c tests/conform/test-primitive.c tests/conform/test-snippets.c tests/conform/test-texture-get-set-data.c tests/conform/test-texture-mipmap-get-set.c tests/conform/test-texture-no-allocate.c tests/conform/test-wrap-modes.c
314 lines
9.4 KiB
C
314 lines
9.4 KiB
C
#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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/* Size the texture so that it is just off a power of two to encourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 257
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 2
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE 8
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typedef struct _TestState
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{
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CoglTexture *texture;
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CoglFramebuffer *offscreen;
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CoglTexture *offscreen_tex;
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int width, height;
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} TestState;
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static void
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validate_part (CoglFramebuffer *framebuffer,
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int xnum, int ynum, CoglBool shown)
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{
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test_utils_check_region (framebuffer,
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xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
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ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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shown ? 0xff0000ff : 0x000000ff);
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}
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/* We draw everything 16 times. The draw number is used as a bitmask
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to test all of the combinations of enabling legacy state, both
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winding orders and all four culling modes */
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#define USE_LEGACY_STATE(draw_num) (((draw_num) & 0x01) >> 0)
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#define FRONT_WINDING(draw_num) (((draw_num) & 0x02) >> 1)
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#define CULL_FACE_MODE(draw_num) (((draw_num) & 0x0c) >> 2)
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static void
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paint_test_backface_culling (TestState *state,
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CoglFramebuffer *framebuffer)
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{
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int draw_num;
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CoglPipeline *base_pipeline = cogl_pipeline_new (test_ctx);
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cogl_framebuffer_orthographic (framebuffer,
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0, 0,
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state->width,
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state->height,
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-1,
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100);
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cogl_framebuffer_clear4f (framebuffer,
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COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 1);
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cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);
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cogl_pipeline_set_layer_filters (base_pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_push_framebuffer (framebuffer);
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/* Render the scene sixteen times to test all of the combinations of
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cull face mode, legacy state and winding orders */
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for (draw_num = 0; draw_num < 16; draw_num++)
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{
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
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CoglTextureVertex verts[4];
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CoglPipeline *pipeline;
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cogl_push_matrix ();
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cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);
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pipeline = cogl_pipeline_copy (base_pipeline);
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cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
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cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
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cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));
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cogl_push_source (pipeline);
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memset (verts, 0, sizeof (verts));
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture */
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cogl_rectangle (x1, y1, x2, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture with flipped texcoords */
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cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
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1.0, 0.0, 0.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_rectangle (x2, y1, x1, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* If the texture is sliced then cogl_polygon doesn't work so
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we'll just use a solid color instead */
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if (cogl_texture_is_sliced (state->texture))
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cogl_set_source_color4ub (255, 0, 0, 255);
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/* Draw a front-facing polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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verts[3].x = x1; verts[3].y = y1;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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verts[3].x = x1; verts[3].y = y2;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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cogl_pop_matrix ();
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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}
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cogl_pop_framebuffer ();
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cogl_object_unref (base_pipeline);
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}
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static void
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validate_result (CoglFramebuffer *framebuffer, int y_offset)
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{
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int draw_num;
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for (draw_num = 0; draw_num < 16; draw_num++)
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{
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CoglBool cull_front, cull_back;
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CoglPipelineCullFaceMode cull_mode;
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if (USE_LEGACY_STATE (draw_num))
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cull_mode = COGL_PIPELINE_CULL_FACE_MODE_BACK;
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else
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cull_mode = CULL_FACE_MODE (draw_num);
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switch (cull_mode)
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{
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case COGL_PIPELINE_CULL_FACE_MODE_NONE:
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cull_front = FALSE;
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cull_back = FALSE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_FRONT:
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cull_front = TRUE;
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cull_back = FALSE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_BACK:
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cull_front = FALSE;
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cull_back = TRUE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_BOTH:
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cull_front = TRUE;
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cull_back = TRUE;
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break;
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}
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if (FRONT_WINDING (draw_num) == COGL_WINDING_CLOCKWISE)
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{
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CoglBool tmp = cull_front;
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cull_front = cull_back;
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cull_back = tmp;
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}
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/* Front-facing texture */
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validate_part (framebuffer,
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0, y_offset + draw_num, !cull_front);
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/* Front-facing texture with flipped tex coords */
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validate_part (framebuffer,
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1, y_offset + draw_num, !cull_front);
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/* Back-facing texture */
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validate_part (framebuffer,
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2, y_offset + draw_num, !cull_back);
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/* Front-facing texture polygon */
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validate_part (framebuffer,
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3, y_offset + draw_num, !cull_front);
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/* Back-facing texture polygon */
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validate_part (framebuffer,
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4, y_offset + draw_num, !cull_back);
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}
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}
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static void
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paint (TestState *state)
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{
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CoglPipeline *pipeline;
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paint_test_backface_culling (state, test_fb);
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/*
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* Now repeat the test but rendered to an offscreen
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* framebuffer. Note that by default the conformance tests are
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* always run to an offscreen buffer but we might as well have this
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* check anyway in case it is being run with COGL_TEST_ONSCREEN=1
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*/
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paint_test_backface_culling (state, state->offscreen);
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/* Copy the result of the offscreen rendering for validation and
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* also so we can have visual feedback. */
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, state->offscreen_tex);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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0, TEXTURE_RENDER_SIZE * 16,
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state->width,
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state->height + TEXTURE_RENDER_SIZE * 16);
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cogl_object_unref (pipeline);
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validate_result (test_fb, 0);
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validate_result (test_fb, 16);
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}
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static CoglTexture *
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglTexture *tex;
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tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
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{
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*(--p) = 255;
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*(--p) = 0;
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*(--p) = 0;
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*(--p) = 255;
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}
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tex = test_utils_texture_new_from_data (test_ctx,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEST_UTILS_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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void
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test_backface_culling (void)
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{
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TestState state;
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CoglTexture *tex;
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state.width = cogl_framebuffer_get_width (test_fb);
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state.height = cogl_framebuffer_get_height (test_fb);
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state.offscreen = NULL;
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state.texture = make_texture ();
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tex = test_utils_texture_new_with_size (test_ctx,
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state.width, state.height,
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TEST_UTILS_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY); /* internal
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format */
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state.offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_to_texture (tex));
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state.offscreen_tex = tex;
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paint (&state);
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cogl_object_unref (state.offscreen);
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cogl_object_unref (state.offscreen_tex);
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cogl_object_unref (state.texture);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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