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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.
137 lines
3.9 KiB
C
137 lines
3.9 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.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, 0x00, 0xff };
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#define TEX_SIZE 64
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typedef struct _TestState
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{
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unsigned int padding;
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} TestState;
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/* Creates a texture where the pixels are evenly divided between
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selecting just one of the R,G and B components */
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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memset (p, 0, 3);
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/* Set one of the components to full. The components should be
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evenly represented so that each gets a third of the
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texture */
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p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
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p += 3;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 3,
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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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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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CoglHandle tex;
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CoglHandle material;
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guint8 pixels[8];
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tex = make_texture ();
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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/* Render a 1x1 pixel quad without mipmaps */
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cogl_set_source (material);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (0, 0, 1, 1);
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/* Then with mipmaps */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (1, 0, 2, 1);
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cogl_handle_unref (material);
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/* Read back the two pixels we rendered */
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cogl_read_pixels (0, 0, 2, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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/* The first pixel should be just one of the colors from the
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texture. It doesn't matter which one */
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g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
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/* The second pixel should be more or less the average of all of the
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pixels in the texture. Each component gets a third of the image
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so each component should be approximately 255/3 */
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g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
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ABS (pixels[5] - 255 / 3) <= 3 &&
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ABS (pixels[6] - 255 / 3) <= 3);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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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_texture_mipmaps (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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unsigned int idle_source;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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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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clutter_actor_show_all (stage);
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clutter_main ();
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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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