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206 lines
6.1 KiB
C
206 lines
6.1 KiB
C
#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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int paddiing;
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} TestState;
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static CoglTexture *
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create_dummy_texture (void)
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{
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/* Create a dummy 1x1 green texture to replace the color from the
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vertex shader */
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static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };
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return test_utils_texture_new_from_data (test_ctx,
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1, 1, /* size */
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TEST_UTILS_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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4, /* rowstride */
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data);
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}
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static void
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paint_legacy (TestState *state)
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{
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CoglHandle material = cogl_material_new ();
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CoglTexture *tex;
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CoglColor color;
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CoglError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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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 provided by a texture */
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tex = create_dummy_texture ();
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cogl_material_set_layer (material, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %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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" cogl_tex_coord_out[0] = cogl_tex_coord_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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paint (TestState *state)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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CoglTexture *tex;
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CoglColor color;
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CoglError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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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_pipeline_set_color (pipeline, &color);
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/* Override the vertex color in the texture environment with a
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constant green color provided by a texture */
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tex = create_dummy_texture ();
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %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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" cogl_tex_coord_out[0] = cogl_tex_coord_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 without the program */
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cogl_set_source (pipeline);
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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_pipeline_set_user_program (pipeline, program);
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cogl_handle_unref (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
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cogl_object_unref (pipeline);
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}
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static void
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validate_result (CoglFramebuffer *framebuffer)
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{
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/* Non-shader version */
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test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
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/* Shader version */
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test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
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}
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void
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test_just_vertex_shader (void)
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{
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TestState state;
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cogl_framebuffer_orthographic (test_fb,
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0, 0,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb),
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-1,
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100);
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/* XXX: we have to push/pop a framebuffer since this test currently
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* uses the legacy cogl_rectangle() api. */
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cogl_push_framebuffer (test_fb);
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paint_legacy (&state);
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validate_result (test_fb);
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paint (&state);
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validate_result (test_fb);
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cogl_pop_framebuffer ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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