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b5a7657076
This makes a start on porting the Cogl conformance tests that currently still live in the Clutter repository to be standalone Cogl tests that no longer require a ClutterStage. The main thing is that this commit brings in is the basic testing infrastructure we need, so now we can port more and more tests incrementally. Since the test suite wants a way to synchronize X requests/replies and we can't simply call XSynchronize in the test-utils code before we know if we are really running on X this adds a check for an environment variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set it forces XSynchronize (dpy, TRUE) to be called. By default the conformance tests are run off screen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run on screen every once in a while, especially if changes are being made to CoglFramebuffer related code. On screen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
138 lines
3.7 KiB
C
138 lines
3.7 KiB
C
#include <clutter/clutter.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff };
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static void
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draw_frame (void)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor color;
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GError *error = NULL;
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CoglHandle shader, program;
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_material_set_color (material, &color);
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/* Override the vertex color in the texture environment with a
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constant green color */
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cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer_combine_constant (material, 0, &color);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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&error))
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{
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g_warning ("Error setting blend constant: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something using the material */
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cogl_set_source (material);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_program_use (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_program_use (COGL_INVALID_HANDLE);
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cogl_handle_unref (material);
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cogl_handle_unref (program);
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}
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static void
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validate_pixel (int x, int y)
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{
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guint8 pixels[4];
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cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
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/* The final color should be green. If it's blue then the layer
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state is being ignored. If it's green then the stage is showing
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through */
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g_assert_cmpint (pixels[0], ==, 0x00);
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g_assert_cmpint (pixels[1], ==, 0xff);
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g_assert_cmpint (pixels[2], ==, 0x00);
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}
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static void
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validate_result (void)
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{
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/* Non-shader version */
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validate_pixel (25, 25);
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/* Shader version */
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validate_pixel (75, 25);
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}
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static void
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on_paint (void)
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{
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draw_frame ();
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validate_result ();
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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}
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void
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test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture,
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void *data)
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{
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ClutterActor *stage;
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unsigned int paint_handler;
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stage = clutter_stage_get_default ();
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/* If shaders aren't supported then we can't run the test */
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if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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{
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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