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a3bc4a6009
This adds a test which creates a material using the maximum number of layers. All of the layers are assigned a white texture except the last which is set to red. The default combine mode is used for all of the layers so the final fragment should end up red. Currently Cogl doesn't provide a way to query the maximum number of layers so it just uses glGetIntegerv instead. This might cause problems on GLES 2 because that adds additional restrictions on the number of layers. http://bugzilla.openedhand.com/show_bug.cgi?id=2064
258 lines
7.3 KiB
C
258 lines
7.3 KiB
C
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#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 = { 0x0, 0x0, 0x0, 0xff };
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#define QUAD_WIDTH 20
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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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#define ALPHA 3
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#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24);
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#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16);
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#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8);
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#define MASK_ALPHA(COLOR) (COLOR & 0xff);
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#define SKIP_FRAMES 2
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typedef struct _TestState
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{
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guint frame;
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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_pixel (TestState *state, int x, int y, guint32 color)
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{
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GLint y_off;
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GLint x_off;
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GLubyte pixel[4];
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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/* See what we got... */
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame <= SKIP_FRAMES)
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return;
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cogl_read_pixels (x_off, 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 (" result = %02x, %02x, %02x, %02x\n",
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pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
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if (g_test_verbose ())
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g_print (" expected = %x, %x, %x, %x\n",
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r, g, b, a);
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/* FIXME - allow for hardware in-precision */
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g_assert (pixel[RED] == r);
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g_assert (pixel[GREEN] == g);
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g_assert (pixel[BLUE] == b);
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/* FIXME
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* 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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/* g_assert (pixel[ALPHA] == a); */
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}
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static void
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test_invalid_texture_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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CoglTextureVertex verts[4] = {
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{ .x = 0, .y = 0, .z = 0 },
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{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
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};
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CoglHandle vbo;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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/* explicitly create a layer with an invalid handle. This may be desireable
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* if the user also sets a texture combine string that e.g. refers to a
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* constant color. */
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cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
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cogl_set_source (material);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_translate (0, QUAD_WIDTH, 0);
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cogl_polygon (verts, 4, FALSE);
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cogl_translate (0, QUAD_WIDTH, 0);
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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sizeof (CoglTextureVertex), /* stride */
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verts);
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cogl_vertex_buffer_draw (vbo,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, /* first */
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4); /* count */
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cogl_handle_unref (vbo);
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cogl_pop_matrix ();
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cogl_handle_unref (material);
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/* We expect a white fallback material to be used */
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check_pixel (state, x, y, 0xffffffff);
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check_pixel (state, x, y+1, 0xffffffff);
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check_pixel (state, x, y+2, 0xffffffff);
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}
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static void
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test_using_all_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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guint8 red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
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CoglHandle white_texture;
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CoglHandle red_texture;
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GLint n_layers;
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int i;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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/* Create a material that uses the maximum number of layers. All but
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the last layer will use a solid white texture. The last layer
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will use a red texture. The layers will all be modulated together
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so the final fragment should be red. */
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white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, red_pixel);
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/* FIXME: Cogl doesn't provide a way to query the maximum number of
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texture layers so for now we'll just ask GL directly. */
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glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
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/* Cogl currently can't cope with more than 32 layers so we'll also
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limit the maximum to that. */
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if (n_layers > 32)
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n_layers = 32;
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for (i = 0; i < n_layers; i++)
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{
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cogl_material_set_layer_filters (material, i,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer (material, i,
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i == n_layers - 1 ? red_texture : white_texture);
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}
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cogl_set_source (material);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_pop_matrix ();
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cogl_handle_unref (material);
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cogl_handle_unref (white_texture);
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cogl_handle_unref (red_texture);
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/* We expect the final fragment to be red */
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check_pixel (state, x, y, 0xff0000ff);
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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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int frame_num;
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test_invalid_texture_layers (state,
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0, 0 /* position */
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);
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test_using_all_layers (state,
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1, 0 /* position */
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);
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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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frame_num = state->frame++;
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if (frame_num < SKIP_FRAMES)
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g_usleep (G_USEC_PER_SEC);
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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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if (frame_num > SKIP_FRAMES)
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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_materials (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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ClutterActor *group;
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guint idle_source;
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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_color);
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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_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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