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c0a553163b
cogl_read_pixels() no longer asserts that the format passed in is RGBA_8888 but instead accepts any format. The appropriate GL enums for the format are passed to glReadPixels so OpenGL should be perform a conversion if neccessary. It currently assumes glReadPixels will always give us premultiplied data. This will usually be correct because the result of the default blending operations for Cogl ends up with premultiplied data in the framebuffer. However it is possible for the framebuffer to be in whatever format depending on what CoglMaterial is used to render to it. Eventually we may want to add a way for an application to inform Cogl that the framebuffer is not premultiplied in case it is being used for some special purpose. If the requested format is not premultiplied then Cogl will convert it. The tests have been changed to read the data as premultiplied so that they won't be affected by the conversion. Picking in Clutter has been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need the alpha component. clutter_stage_read_pixels is left unchanged because the application can't specify a format for that so it seems to make most sense to store unpremultiplied values. http://bugzilla.openedhand.com/show_bug.cgi?id=1959
270 lines
7.9 KiB
C
270 lines
7.9 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 the simplest usage of the vertex buffer API,
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* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
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* attributes to a buffer, submit, and draw.
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*
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* It also tries to verify that the enable/disable attribute APIs are working
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* too.
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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 buffer;
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CoglHandle texture;
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CoglHandle material;
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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 = 90;
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if (g_test_verbose ())
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g_print ("y_off = %d\n", y_off);
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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 blue pixel */
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cogl_read_pixels (10, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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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 red pixel */
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cogl_read_pixels (110, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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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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/* Should see a blue pixel */
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cogl_read_pixels (210, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 2 = %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, at bottom of 4th triangle */
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cogl_read_pixels (310, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
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/* Should see a red pixel, at top of 4th triangle */
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cogl_read_pixels (310, y_off - 70, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
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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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/* Draw a faded blue triangle */
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a red triangle */
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/* Here we are testing that the disable attribute works; if it doesn't
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* the triangle will remain faded blue */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a faded blue triangle */
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/* Here we are testing that the re-enable works; if it doesn't
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* the triangle will remain red */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a textured triangle */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source (state->material);
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cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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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_cogl_vertex_buffer_contiguous (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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guint idle_source;
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guchar tex_data[] = {
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0xff, 0x00, 0x00, 0xff,
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0xff, 0x00, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff
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};
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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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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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state.texture = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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0, /* auto calc row stride */
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tex_data);
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state.material = cogl_material_new ();
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cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer (state.material, 0, state.texture);
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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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GLfloat triangle_tex_coords[3][2] =
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{
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{0.0, 0.0},
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{1.0, 1.0},
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{0.0, 1.0}
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};
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state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
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cogl_vertex_buffer_add (state.buffer,
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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_vertex_buffer_add (state.buffer,
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"gl_Color::blue",
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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_vertex_buffer_add (state.buffer,
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"gl_MultiTexCoord0",
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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_tex_coords);
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cogl_vertex_buffer_submit (state.buffer);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_handle_unref (state.buffer);
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cogl_handle_unref (state.material);
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cogl_handle_unref (state.texture);
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g_source_remove (idle_source);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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