mirror of
https://github.com/brl/mutter.git
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af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
963 lines
29 KiB
C
963 lines
29 KiB
C
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#include <cogl/cogl.h>
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#include <cogl/cogl-gles2.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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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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} TestState;
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static void
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test_push_pop_single_context (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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CoglError *error = NULL;
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offscreen_texture =
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cogl_texture_2d_new_with_size (test_ctx,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb));
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offscreen = cogl_offscreen_new_with_texture (offscreen_texture);
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
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gles2_ctx = cogl_gles2_context_new (test_ctx, &error);
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if (!gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
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/* Clear onscreen to 0xffff00 using GLES2 */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffff00ff);
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/* Clear offscreen to 0xff0000 using GLES2 and then copy the result
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* onscreen.
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*
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* If we fail to bind the new context here then we'd probably end up
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* clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
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* instead.
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*/
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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offscreen,
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offscreen,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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-1, 1, 1, -1);
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/* NB: Cogl doesn't automatically support mid-scene modifications
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* of textures and so we explicitly flush the drawn rectangle to the
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* framebuffer now otherwise it may be batched until after the
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* offscreen texture has been modified again. */
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cogl_flush ();
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/* Clear the offscreen framebuffer to blue using GLES2 before
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* reading back from the onscreen framebuffer in case we mistakenly
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* read from the offscreen framebuffer and get a false positive
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*/
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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offscreen,
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offscreen,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (0, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
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/* Now copy the offscreen blue clear to the onscreen framebufer and
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* check that too */
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0x0000ffff);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xff00ffff);
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cogl_object_unref (gles2_ctx);
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cogl_object_unref (pipeline);
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}
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static void
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create_gles2_context (CoglTexture **offscreen_texture,
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CoglOffscreen **offscreen,
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CoglPipeline **pipeline,
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CoglGLES2Context **gles2_ctx,
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const CoglGLES2Vtable **gles2)
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{
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CoglError *error = NULL;
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*offscreen_texture =
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cogl_texture_2d_new_with_size (test_ctx,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb));
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*offscreen = cogl_offscreen_new_with_texture (*offscreen_texture);
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*pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
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*gles2_ctx = cogl_gles2_context_new (test_ctx, &error);
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if (!*gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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*gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
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}
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static void
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test_push_pop_multi_context (void)
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{
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CoglTexture *offscreen_texture0;
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CoglOffscreen *offscreen0;
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CoglPipeline *pipeline0;
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CoglGLES2Context *gles2_ctx0;
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const CoglGLES2Vtable *gles20;
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CoglTexture *offscreen_texture1;
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CoglOffscreen *offscreen1;
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CoglPipeline *pipeline1;
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CoglGLES2Context *gles2_ctx1;
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const CoglGLES2Vtable *gles21;
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CoglError *error = NULL;
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create_gles2_context (&offscreen_texture0,
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&offscreen0,
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&pipeline0,
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&gles2_ctx0,
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&gles20);
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create_gles2_context (&offscreen_texture1,
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&offscreen1,
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&pipeline1,
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&gles2_ctx1,
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&gles21);
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx0,
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offscreen0,
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offscreen0,
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&error))
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{
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g_error ("Failed to push gles2 context 0: %s\n", error->message);
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}
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gles20->glClearColor (1, 0, 0, 1);
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gles20->glClear (GL_COLOR_BUFFER_BIT);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx1,
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offscreen1,
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offscreen1,
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&error))
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{
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g_error ("Failed to push gles2 context 1: %s\n", error->message);
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}
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gles21->glClearColor (0, 1, 0, 1);
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gles21->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline0,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline1,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0x00ff00ff);
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}
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static GLuint
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create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
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int width,
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int height)
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{
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GLuint texture_handle;
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GLuint fbo_handle;
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GLenum status;
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gles2->glGenTextures (1, &texture_handle);
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gles2->glGenFramebuffers (1, &fbo_handle);
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gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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gles2->glBindTexture (GL_TEXTURE_2D, 0);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture_handle, 0);
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status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (cogl_test_verbose ())
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g_print ("status for gles2 framebuffer = 0x%x %s\n",
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status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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return fbo_handle;
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}
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static void
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test_gles2_read_pixels (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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CoglError *error = NULL;
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GLubyte pixel[4];
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GLuint fbo_handle;
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create_gles2_context (&offscreen_texture,
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&offscreen,
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&pipeline,
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&gles2_ctx,
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&gles2);
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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offscreen,
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offscreen,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0xff0000ff);
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fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glClearColor (0, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ff00ff);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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gles2->glClearColor (0, 1, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ffffff);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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offscreen,
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ffffff);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers (the other way around from
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* before so when we test with COGL_TEST_ONSCREEN=1 we will read
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* from an onscreen framebuffer) */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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offscreen,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0xffffffff);
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cogl_pop_gles2_context (test_ctx);
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}
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void
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test_gles2_context (void)
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{
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test_push_pop_single_context ();
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test_push_pop_multi_context ();
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test_gles2_read_pixels ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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static GLuint
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create_shader (const CoglGLES2Vtable *gles2,
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GLenum type,
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const char *source)
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{
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GLuint shader;
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GLint status;
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int length = strlen (source);
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shader = gles2->glCreateShader (type);
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gles2->glShaderSource (shader, 1, &source, &length);
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gles2->glCompileShader (shader);
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gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf);
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g_error ("Shader compilation failed:\n%s", buf);
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}
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return shader;
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}
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static GLuint
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create_program (const CoglGLES2Vtable *gles2,
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const char *vertex_shader_source,
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const char *fragment_shader_source)
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{
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GLuint fragment_shader, vertex_shader, program;
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GLint status;
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vertex_shader =
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create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source);
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fragment_shader =
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create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source);
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program = gles2->glCreateProgram ();
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gles2->glAttachShader (program, vertex_shader);
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gles2->glAttachShader (program, fragment_shader);
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gles2->glLinkProgram (program);
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gles2->glGetProgramiv (program, GL_LINK_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf);
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g_error ("Program linking failed:\n%s", buf);
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}
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return program;
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}
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typedef struct
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{
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const CoglGLES2Vtable *gles2;
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GLint color_location;
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GLint pos_location;
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int fb_width, fb_height;
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} PaintData;
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typedef void (* PaintMethod) (PaintData *data);
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/* Top vertices are counter-clockwise */
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static const float top_vertices[] =
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{
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-1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f
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};
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/* Bottom vertices are clockwise */
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static const float bottom_vertices[] =
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{
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1.0f, 0.0f,
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1.0f, -1.0f,
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-1.0f, 0.0f,
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-1.0f, -1.0f
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};
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static void
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paint_quads (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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gles2->glEnableVertexAttribArray (data->pos_location);
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/* Paint the top half in red */
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gles2->glUniform4f (data->color_location,
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1.0f, 0.0f, 0.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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top_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* Paint the bottom half in blue */
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gles2->glUniform4f (data->color_location,
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0.0f, 0.0f, 1.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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bottom_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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}
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static void
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paint_viewport (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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int viewport[4];
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|
||
/* Vertices to fill the entire framebuffer */
|
||
static const float vertices[] =
|
||
{
|
||
-1.0f, -1.0f,
|
||
1.0f, -1.0f,
|
||
-1.0f, 1.0f,
|
||
1.0f, 1.0f
|
||
};
|
||
|
||
gles2->glEnableVertexAttribArray (data->pos_location);
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
vertices);
|
||
|
||
/* Paint the top half in red */
|
||
gles2->glViewport (0, data->fb_height / 2,
|
||
data->fb_width, data->fb_height / 2);
|
||
gles2->glUniform4f (data->color_location,
|
||
1.0f, 0.0f, 0.0f, 1.0f);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Paint the bottom half in blue */
|
||
gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2);
|
||
gles2->glUniform4f (data->color_location,
|
||
0.0f, 0.0f, 1.0f, 1.0f);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
gles2->glGetIntegerv (GL_VIEWPORT, viewport);
|
||
g_assert_cmpint (viewport[0], ==, 0.0f);
|
||
g_assert_cmpint (viewport[1], ==, 0.0f);
|
||
g_assert_cmpint (viewport[2], ==, data->fb_width);
|
||
g_assert_cmpint (viewport[3], ==, data->fb_height / 2);
|
||
}
|
||
|
||
static void
|
||
paint_scissor (PaintData *data)
|
||
{
|
||
const CoglGLES2Vtable *gles2 = data->gles2;
|
||
float scissor[4];
|
||
|
||
gles2->glEnable (GL_SCISSOR_TEST);
|
||
|
||
/* Paint the top half in red */
|
||
gles2->glScissor (0, data->fb_height / 2,
|
||
data->fb_width, data->fb_height / 2);
|
||
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Paint the bottom half in blue */
|
||
gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2);
|
||
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
gles2->glGetFloatv (GL_SCISSOR_BOX, scissor);
|
||
g_assert_cmpfloat (scissor[0], ==, 0.0f);
|
||
g_assert_cmpfloat (scissor[1], ==, 0.0f);
|
||
g_assert_cmpfloat (scissor[2], ==, data->fb_width);
|
||
g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2);
|
||
}
|
||
|
||
static void
|
||
paint_cull (PaintData *data)
|
||
{
|
||
const CoglGLES2Vtable *gles2 = data->gles2;
|
||
GLint front_face;
|
||
int i;
|
||
|
||
gles2->glEnableVertexAttribArray (data->pos_location);
|
||
gles2->glEnable (GL_CULL_FACE);
|
||
|
||
/* First time round we'll use GL_CCW as the front face so that the
|
||
* bottom quad will be culled */
|
||
gles2->glFrontFace (GL_CCW);
|
||
gles2->glUniform4f (data->color_location,
|
||
1.0f, 0.0f, 0.0f, 1.0f);
|
||
|
||
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
|
||
g_assert_cmpint (front_face, ==, GL_CCW);
|
||
|
||
for (i = 0; i < 2; i++)
|
||
{
|
||
/* Paint both quads in the same color. One of these will be
|
||
* culled */
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
top_vertices);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
bottom_vertices);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Second time round we'll use GL_CW as the front face so that the
|
||
* top quad will be culled */
|
||
gles2->glFrontFace (GL_CW);
|
||
gles2->glUniform4f (data->color_location,
|
||
0.0f, 0.0f, 1.0f, 1.0f);
|
||
|
||
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
|
||
g_assert_cmpint (front_face, ==, GL_CW);
|
||
}
|
||
}
|
||
|
||
static void
|
||
verify_read_pixels (const PaintData *data)
|
||
{
|
||
int stride = data->fb_width * 4;
|
||
uint8_t *buf = g_malloc (data->fb_height * stride);
|
||
|
||
data->gles2->glReadPixels (0, 0, /* x/y */
|
||
data->fb_width, data->fb_height,
|
||
GL_RGBA,
|
||
GL_UNSIGNED_BYTE,
|
||
buf);
|
||
|
||
/* In GL, the lines earlier in the buffer are the bottom */
|
||
/* Bottom should be blue */
|
||
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
|
||
data->fb_height / 4 * stride,
|
||
0x0000ffff);
|
||
/* Top should be red */
|
||
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
|
||
data->fb_height * 3 / 4 * stride,
|
||
0xff0000ff);
|
||
|
||
g_free (buf);
|
||
}
|
||
|
||
void
|
||
test_gles2_context_fbo (void)
|
||
{
|
||
static const char vertex_shader_source[] =
|
||
"attribute vec2 pos;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
|
||
"}\n";
|
||
static const char fragment_shader_source[] =
|
||
"precision mediump float;\n"
|
||
"uniform vec4 color;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_FragColor = color;\n"
|
||
"}\n";
|
||
static const PaintMethod paint_methods[] =
|
||
{
|
||
paint_quads,
|
||
paint_viewport,
|
||
paint_scissor,
|
||
paint_cull
|
||
};
|
||
int i;
|
||
PaintData data;
|
||
|
||
data.fb_width = cogl_framebuffer_get_width (test_fb);
|
||
data.fb_height = cogl_framebuffer_get_height (test_fb);
|
||
|
||
for (i = 0; i < G_N_ELEMENTS (paint_methods); i++)
|
||
{
|
||
CoglTexture *offscreen_texture;
|
||
CoglOffscreen *offscreen;
|
||
CoglPipeline *pipeline;
|
||
CoglGLES2Context *gles2_ctx;
|
||
GLuint program;
|
||
CoglError *error = NULL;
|
||
|
||
create_gles2_context (&offscreen_texture,
|
||
&offscreen,
|
||
&pipeline,
|
||
&gles2_ctx,
|
||
&data.gles2);
|
||
|
||
if (!cogl_push_gles2_context (test_ctx,
|
||
gles2_ctx,
|
||
offscreen,
|
||
offscreen,
|
||
&error))
|
||
g_error ("Failed to push gles2 context: %s\n", error->message);
|
||
|
||
program = create_program (data.gles2,
|
||
vertex_shader_source,
|
||
fragment_shader_source);
|
||
|
||
data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
data.gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
data.gles2->glUseProgram (program);
|
||
|
||
data.color_location = data.gles2->glGetUniformLocation (program, "color");
|
||
if (data.color_location == -1)
|
||
g_error ("Couldn't find ‘color’ uniform");
|
||
|
||
data.pos_location = data.gles2->glGetAttribLocation (program, "pos");
|
||
if (data.pos_location == -1)
|
||
g_error ("Couldn't find ‘pos’ attribute");
|
||
|
||
paint_methods[i] (&data);
|
||
|
||
verify_read_pixels (&data);
|
||
|
||
cogl_pop_gles2_context (test_ctx);
|
||
|
||
cogl_object_unref (offscreen);
|
||
cogl_object_unref (gles2_ctx);
|
||
|
||
cogl_framebuffer_draw_rectangle (test_fb,
|
||
pipeline,
|
||
-1.0f, 1.0f,
|
||
1.0f, -1.0f);
|
||
|
||
cogl_object_unref (pipeline);
|
||
cogl_object_unref (offscreen_texture);
|
||
|
||
/* Top half of the framebuffer should be red */
|
||
test_utils_check_pixel (test_fb,
|
||
data.fb_width / 2, data.fb_height / 4,
|
||
0xff0000ff);
|
||
/* Bottom half should be blue */
|
||
test_utils_check_pixel (test_fb,
|
||
data.fb_width / 2, data.fb_height * 3 / 4,
|
||
0x0000ffff);
|
||
}
|
||
}
|
||
|
||
/* Position to draw a rectangle in. The top half of this rectangle
|
||
* will be red, and the bottom will be blue */
|
||
#define RECTANGLE_DRAW_X 10
|
||
#define RECTANGLE_DRAW_Y 15
|
||
|
||
/* Position to copy the rectangle to in the destination texture */
|
||
#define RECTANGLE_COPY_X 110
|
||
#define RECTANGLE_COPY_Y 115
|
||
|
||
#define RECTANGLE_WIDTH 30
|
||
#define RECTANGLE_HEIGHT 40
|
||
|
||
static void
|
||
verify_region (const CoglGLES2Vtable *gles2,
|
||
int x,
|
||
int y,
|
||
int width,
|
||
int height,
|
||
uint32_t expected_pixel)
|
||
{
|
||
uint8_t *buf, *p;
|
||
|
||
buf = g_malloc (width * height * 4);
|
||
|
||
gles2->glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
||
|
||
for (p = buf + width * height * 4; p > buf; p -= 4)
|
||
test_utils_compare_pixel (p - 4, expected_pixel);
|
||
|
||
g_free (buf);
|
||
}
|
||
|
||
void
|
||
test_gles2_context_copy_tex_image (void)
|
||
{
|
||
static const char vertex_shader_source[] =
|
||
"attribute vec2 pos;\n"
|
||
"attribute vec2 tex_coord_attrib;\n"
|
||
"varying vec2 tex_coord_varying;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
|
||
" tex_coord_varying = tex_coord_attrib;\n"
|
||
"}\n";
|
||
static const char fragment_shader_source[] =
|
||
"precision mediump float;\n"
|
||
"varying vec2 tex_coord_varying;\n"
|
||
"uniform sampler2D tex;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_FragColor = texture2D (tex, tex_coord_varying);\n"
|
||
"}\n";
|
||
static const float verts[] =
|
||
{
|
||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||
1.0f, -1.0f, 1.0f, 0.0f,
|
||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||
1.0f, 1.0f, 1.0f, 1.0f
|
||
};
|
||
int fb_width = cogl_framebuffer_get_width (test_fb);
|
||
int fb_height = cogl_framebuffer_get_height (test_fb);
|
||
CoglTexture *offscreen_texture;
|
||
CoglOffscreen *offscreen;
|
||
CoglPipeline *pipeline;
|
||
CoglGLES2Context *gles2_ctx;
|
||
const CoglGLES2Vtable *gles2;
|
||
CoglError *error = NULL;
|
||
GLuint tex;
|
||
GLint tex_uniform_location;
|
||
GLint pos_location;
|
||
GLint tex_coord_location;
|
||
GLuint program;
|
||
|
||
create_gles2_context (&offscreen_texture,
|
||
&offscreen,
|
||
&pipeline,
|
||
&gles2_ctx,
|
||
&gles2);
|
||
|
||
if (!cogl_push_gles2_context (test_ctx,
|
||
gles2_ctx,
|
||
offscreen,
|
||
offscreen,
|
||
&error))
|
||
g_error ("Failed to push gles2 context: %s\n", error->message);
|
||
|
||
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Draw a rectangle using clear and the scissor so that we don't
|
||
* have to create a shader */
|
||
gles2->glEnable (GL_SCISSOR_TEST);
|
||
|
||
/* Top half red */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2);
|
||
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
/* Bottom half blue */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2);
|
||
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Draw where the rectangle would be if the coordinates were flipped
|
||
* in white to make it obvious that that is the problem if the
|
||
* assertion fails */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
fb_width - (RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT),
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT);
|
||
gles2->glClearColor (1.0, 1.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
gles2->glDisable (GL_SCISSOR_TEST);
|
||
|
||
/* Create a texture */
|
||
gles2->glGenTextures (1, &tex);
|
||
gles2->glBindTexture (GL_TEXTURE_2D, tex);
|
||
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
||
/* Copy the entire framebuffer into the texture */
|
||
gles2->glCopyTexImage2D (GL_TEXTURE_2D,
|
||
0, /* level */
|
||
GL_RGBA,
|
||
0, 0, /* x/y */
|
||
fb_width, fb_height,
|
||
0 /* border */);
|
||
|
||
/* Copy the rectangle into another part of the texture */
|
||
gles2->glCopyTexSubImage2D (GL_TEXTURE_2D,
|
||
0, /* level */
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT);
|
||
|
||
/* Clear the framebuffer to make the test more thorough */
|
||
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Create a program to render the texture */
|
||
program = create_program (gles2,
|
||
vertex_shader_source,
|
||
fragment_shader_source);
|
||
|
||
pos_location =
|
||
gles2->glGetAttribLocation (program, "pos");
|
||
if (pos_location == -1)
|
||
g_error ("Couldn't find ‘pos’ attribute");
|
||
|
||
tex_coord_location =
|
||
gles2->glGetAttribLocation (program, "tex_coord_attrib");
|
||
if (tex_coord_location == -1)
|
||
g_error ("Couldn't find ‘tex_coord_attrib’ attribute");
|
||
|
||
tex_uniform_location =
|
||
gles2->glGetUniformLocation (program, "tex");
|
||
if (tex_uniform_location == -1)
|
||
g_error ("Couldn't find ‘tex’ uniform");
|
||
|
||
gles2->glUseProgram (program);
|
||
|
||
gles2->glUniform1i (tex_uniform_location, 0);
|
||
|
||
/* Render the texture to fill the framebuffer */
|
||
gles2->glEnableVertexAttribArray (pos_location);
|
||
gles2->glVertexAttribPointer (pos_location,
|
||
2, /* n_components */
|
||
GL_FLOAT,
|
||
FALSE, /* normalized */
|
||
sizeof (float) * 4,
|
||
verts);
|
||
gles2->glEnableVertexAttribArray (tex_coord_location);
|
||
gles2->glVertexAttribPointer (tex_coord_location,
|
||
2, /* n_components */
|
||
GL_FLOAT,
|
||
FALSE, /* normalized */
|
||
sizeof (float) * 4,
|
||
verts + 2);
|
||
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Verify top of drawn rectangle is red */
|
||
verify_region (gles2,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0xff0000ff);
|
||
/* Verify bottom of drawn rectangle is blue */
|
||
verify_region (gles2,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0x0000ffff);
|
||
/* Verify top of copied rectangle is red */
|
||
verify_region (gles2,
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0xff0000ff);
|
||
/* Verify bottom of copied rectangle is blue */
|
||
verify_region (gles2,
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0x0000ffff);
|
||
|
||
cogl_pop_gles2_context (test_ctx);
|
||
|
||
cogl_object_unref (offscreen);
|
||
cogl_object_unref (gles2_ctx);
|
||
cogl_object_unref (pipeline);
|
||
cogl_object_unref (offscreen_texture);
|
||
}
|