mirror of
https://github.com/brl/mutter.git
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fa62fe2a4f
This renames the global ctx and fb variables to test_ctx and test_fb respectively in line with the names use on the master branch. This is to make it easier to cherry pick patches from master.
309 lines
9.2 KiB
C
309 lines
9.2 KiB
C
#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 = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_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 = cogl_texture_new_with_size (state.width, state.height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY); /* internal fmt */
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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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