mutter/tests/conform/test-cogl-pixel-buffer.c
Emmanuele Bassi deba576dd1 conform/*: Do not use clutter_stage_get_default()
Use the correct stage creation/destruction API.
2011-11-10 15:37:50 +00:00

327 lines
8.1 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#define TILE_SIZE 32.0f
enum
{
TILE_MAP,
TILE_SET_DATA,
NB_TILES,
TILE_SET_REGION,
};
typedef struct test_tile
{
ClutterColor color;
gfloat x, y;
CoglHandle buffer;
CoglHandle texture;
} TestTile;
static const ClutterColor
buffer_colors[] =
{
};
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
TestTile *tiles;
} TestState;
static CoglHandle
create_texture_from_buffer (CoglHandle buffer)
{
CoglHandle texture;
texture = cogl_texture_new_from_buffer (buffer,
TILE_SIZE, TILE_SIZE,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_RGBA_8888,
TILE_SIZE * 4,
0);
g_assert (texture != COGL_INVALID_HANDLE);
return texture;
}
static void
create_map_tile (TestTile *tile)
{
CoglHandle buffer;
guchar *map;
guint i;
unsigned int stride = 0;
guint8 *line;
buffer = cogl_pixel_buffer_new_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&stride);
g_assert (cogl_is_pixel_buffer (buffer));
g_assert (cogl_is_buffer (buffer));
cogl_buffer_set_update_hint (buffer, COGL_BUFFER_UPDATE_HINT_DYNAMIC);
g_assert_cmpint (cogl_buffer_get_update_hint (buffer),
==,
COGL_BUFFER_UPDATE_HINT_DYNAMIC);
map = cogl_buffer_map (buffer,
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
g_assert (map);
line = g_alloca (TILE_SIZE * 4);
for (i = 0; i < TILE_SIZE * 4; i += 4)
memcpy (line + i, &tile->color, 4);
for (i = 0; i < TILE_SIZE; i++)
memcpy (map + stride * i, line, TILE_SIZE * 4);
cogl_buffer_unmap (buffer);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
#if 0
static void
create_set_region_tile (TestTile *tile)
{
CoglHandle buffer;
ClutterColor bottom_color;
guint rowstride = 0;
guchar *data;
guint i;
buffer = cogl_pixel_array_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&rowstride);
g_assert (cogl_is_pixel_array (buffer));
g_assert (cogl_is_buffer (buffer));
/* while at it, set/get the hint */
cogl_buffer_set_hint (buffer, COGL_BUFFER_HINT_STATIC_TEXTURE);
g_assert (cogl_buffer_get_hint (buffer) == COGL_BUFFER_HINT_STATIC_TEXTURE);
data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
/* create a buffer with the data we want to copy to the buffer */
for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
memcpy (data + i, &tile->color, 4);
cogl_pixel_array_set_region (buffer,
data,
TILE_SIZE, TILE_SIZE,
TILE_SIZE,
0, 0);
bottom_color.red = tile->color.red;
bottom_color.green = tile->color.blue;
bottom_color.blue = tile->color.green;
bottom_color.alpha = tile->color.alpha;
for (i = 0; i < TILE_SIZE / 2; i++)
memcpy (data + i, &bottom_color, 4);
cogl_buffer_set_data (buffer, data, 0, TILE_SIZE * TILE_SIZE * 4 / 2);
g_free (data);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
#endif
static void
create_set_data_tile (TestTile *tile)
{
CoglHandle buffer;
guint rowstride = 0;
gboolean res;
guchar *data;
guint i;
buffer = cogl_pixel_buffer_new_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&rowstride);
g_assert (cogl_is_pixel_buffer (buffer));
g_assert (cogl_is_buffer (buffer));
g_assert_cmpint (cogl_buffer_get_size (buffer), ==, rowstride * TILE_SIZE);
/* create a buffer with the data we want to copy to the buffer */
data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
memcpy (data + i, &tile->color, 4);
/* FIXME: this doesn't consider the rowstride */
res = cogl_buffer_set_data (buffer, 0, data, TILE_SIZE * TILE_SIZE * 4);
g_assert (res);
g_free (data);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
static void
draw_frame (TestState *state)
{
guint i;
/* Paint the textures */
for (i = 0; i < NB_TILES; i++)
{
cogl_set_source_texture (state->tiles[i].texture);
cogl_rectangle (state->tiles[i].x,
state->tiles[i].y,
state->tiles[i].x + TILE_SIZE,
state->tiles[i].y + TILE_SIZE);
}
}
static gboolean
validate_tile (TestState *state,
TestTile *tile)
{
int x, y;
guchar *pixels, *p;
p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
tile->x,
tile->y,
TILE_SIZE,
TILE_SIZE);
/* Check whether the center of each division is the right color */
for (y = 0; y < TILE_SIZE; y++)
for (x = 0; x < TILE_SIZE; x++)
{
if (p[0] != tile->color.red ||
p[1] != tile->color.green ||
p[2] != tile->color.blue ||
p[3] != tile->color.alpha)
{
return FALSE;
}
p += 4;
}
return TRUE;
}
static void
validate_result (TestState *state)
{
guint i;
for (i = 0; i < NB_TILES; i++)
g_assert (validate_tile (state, &state->tiles[i]));
/* comment this if you want to see what's being drawn */
#if 1
clutter_main_quit ();
#endif
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
draw_frame (state);
/* XXX: validate_result calls clutter_stage_read_pixels which will result in
* another paint run so to avoid infinite recursion we only aim to validate
* the first frame. */
frame_num = state->frame++;
if (frame_num == 1)
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_pixel_array (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler, i;
static TestTile tiles[NB_TILES] =
{
/* color x y buffer tex */
/* MAP */
{ { 0xff, 0x00, 0x00, 0xff }, 0.0f, 0.0f, NULL, NULL },
#if 0
/* SET_REGION */
{ { 0x7e, 0x7e, 0xff, 0x7e }, 0.0f, TILE_SIZE, NULL, NULL },
#endif
/* SET_DATA */
{ { 0x7e, 0xff, 0x7e, 0xff }, 0.0f, TILE_SIZE, NULL, NULL }
};
state.frame = 0;
state.stage = clutter_stage_new ();
create_map_tile (&tiles[TILE_MAP]);
#if 0
create_set_region_tile (&tiles[TILE_SET_REGION]);
#endif
create_set_data_tile (&tiles[TILE_SET_DATA]);
state.tiles = tiles;
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
for (i = 0; i < NB_TILES; i++)
{
cogl_handle_unref (state.tiles[i].buffer);
cogl_handle_unref (state.tiles[i].texture);
}
clutter_actor_destroy (state.stage);
if (g_test_verbose ())
g_print ("OK\n");
}