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3881fd3259
This adds experimental 2.0 api replacements for the cogl_rectangle[_*] functions that don't depend on having a current pipeline set on the context via cogl_{set,push}_source() or having a current framebuffer set on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch away from having a statefull context that affects drawing to having framebuffer drawing apis that are explicitly passed a framebuffer and pipeline. To test this change several of the conformance tests were updated to use this api instead of cogl_rectangle and cogl_rectangle_with_texture_coords. Since it's quite laborious going through all of the conformance tests the opportunity was taken to make other clean ups in the conformance tests to replace other uses of 1.x api with experimental 2.0 api so long as that didn't affect what was being tested.
207 lines
5.6 KiB
C
207 lines
5.6 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 = { 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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typedef struct _TestState
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{
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unsigned int padding;
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} TestState;
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static void
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assert_region_color (int x,
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int y,
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int width,
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int height,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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guint8 *data = g_malloc0 (width * height * 4);
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cogl_read_pixels (x, y, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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guint8 *pixel = &data[y * width * 4 + x * 4];
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#if 1
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g_assert (pixel[RED] == red &&
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pixel[GREEN] == green &&
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pixel[BLUE] == blue);
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#endif
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}
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g_free (data);
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}
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/* Creates a texture divided into 4 quads with colors arranged as follows:
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* (The same value are used in all channels for each texel)
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*
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* |-----------|
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* |0x11 |0x00 |
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* |+ref | |
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* |-----------|
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* |0x00 |0x33 |
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* | |+ref |
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* |-----------|
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*
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*
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*/
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static CoglHandle
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make_texture (guchar ref)
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{
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int x;
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int y;
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guchar *tex_data, *p;
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CoglHandle tex;
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guchar val;
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tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 16);
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for (y = 0; y < QUAD_WIDTH * 2; y++)
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for (x = 0; x < QUAD_WIDTH * 2; x++)
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{
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p = tex_data + (QUAD_WIDTH * 8 * y) + x * 4;
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if (x < QUAD_WIDTH && y < QUAD_WIDTH)
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val = 0x11 + ref;
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else if (x >= QUAD_WIDTH && y >= QUAD_WIDTH)
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val = 0x33 + ref;
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else
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val = 0x00;
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p[0] = p[1] = p[2] = p[3] = val;
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}
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/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
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* since we don't want to allow Cogl to premultiply our data. */
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tex = cogl_texture_new_from_data (QUAD_WIDTH * 2,
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QUAD_WIDTH * 2,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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QUAD_WIDTH * 8,
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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 tex0, tex1;
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CoglHandle material;
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gboolean status;
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GError *error = NULL;
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float tex_coords[] = {
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0, 0, 0.5, 0.5, /* tex0 */
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0.5, 0.5, 1, 1 /* tex1 */
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};
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tex0 = make_texture (0x00);
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tex1 = make_texture (0x11);
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material = cogl_material_new ();
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/* An arbitrary color which should be replaced by the first texture layer */
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cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_material_set_layer (material, 0, tex0);
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cogl_material_set_layer_combine (material, 0,
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"RGBA = REPLACE (TEXTURE)", NULL);
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/* We'll use nearest filtering mode on the textures, otherwise the
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edge of the quad can pull in texels from the neighbouring
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quarters of the texture due to imprecision */
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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_material_set_layer (material, 1, tex1);
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cogl_material_set_layer_filters (material, 1,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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status = cogl_material_set_layer_combine (material, 1,
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"RGBA = ADD (PREVIOUS, TEXTURE)",
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&error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this texture combine string. */
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g_debug ("Failed to setup texture combine string "
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"RGBA = ADD (PREVIOUS, TEXTURE): %s",
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error->message);
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}
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cogl_set_source (material);
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cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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tex_coords, 8);
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cogl_handle_unref (material);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex1);
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/* See what we got... */
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assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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0x55, 0x55, 0x55, 0x55);
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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_multitexture (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 incase someone comments out the
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* clutter_main_quit and wants visual feedback for the test since we
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* wont be doing anything else that 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 (cogl_test_verbose ())
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g_print ("OK\n");
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}
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