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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.
312 lines
9.3 KiB
C
312 lines
9.3 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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/* Size the texture so that it is just off a power of two to encourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 257
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 2
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE 8
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typedef struct _TestState
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{
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CoglTexture *texture;
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CoglFramebuffer *offscreen;
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CoglTexture *offscreen_tex;
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int width, height;
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} TestState;
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static void
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validate_part (CoglFramebuffer *framebuffer,
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int xnum, int ynum, CoglBool shown)
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{
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test_utils_check_region (framebuffer,
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xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
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ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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shown ? 0xff0000ff : 0x000000ff);
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}
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/* We draw everything 16 times. The draw number is used as a bitmask
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to test all of the combinations of enabling legacy state, both
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winding orders and all four culling modes */
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#define USE_LEGACY_STATE(draw_num) (((draw_num) & 0x01) >> 0)
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#define FRONT_WINDING(draw_num) (((draw_num) & 0x02) >> 1)
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#define CULL_FACE_MODE(draw_num) (((draw_num) & 0x0c) >> 2)
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static void
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paint_test_backface_culling (TestState *state,
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CoglFramebuffer *framebuffer)
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{
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int draw_num;
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CoglPipeline *base_pipeline = cogl_pipeline_new (test_ctx);
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cogl_framebuffer_orthographic (framebuffer,
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0, 0,
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state->width,
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state->height,
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-1,
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100);
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cogl_framebuffer_clear4f (framebuffer,
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COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 1);
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cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);
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cogl_pipeline_set_layer_filters (base_pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_push_framebuffer (framebuffer);
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/* Render the scene sixteen times to test all of the combinations of
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cull face mode, legacy state and winding orders */
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for (draw_num = 0; draw_num < 16; draw_num++)
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{
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
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CoglTextureVertex verts[4];
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CoglPipeline *pipeline;
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cogl_push_matrix ();
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cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);
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pipeline = cogl_pipeline_copy (base_pipeline);
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cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
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cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
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cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));
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cogl_push_source (pipeline);
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memset (verts, 0, sizeof (verts));
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture */
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cogl_rectangle (x1, y1, x2, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture with flipped texcoords */
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cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
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1.0, 0.0, 0.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_rectangle (x2, y1, x1, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* If the texture is sliced then cogl_polygon doesn't work so
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we'll just use a solid color instead */
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if (cogl_texture_is_sliced (state->texture))
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cogl_set_source_color4ub (255, 0, 0, 255);
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/* Draw a front-facing polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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verts[3].x = x1; verts[3].y = y1;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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verts[3].x = x1; verts[3].y = y2;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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cogl_pop_matrix ();
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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}
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cogl_pop_framebuffer ();
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cogl_object_unref (base_pipeline);
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}
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static void
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validate_result (CoglFramebuffer *framebuffer, int y_offset)
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{
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int draw_num;
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for (draw_num = 0; draw_num < 16; draw_num++)
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{
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CoglBool cull_front, cull_back;
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CoglPipelineCullFaceMode cull_mode;
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if (USE_LEGACY_STATE (draw_num))
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cull_mode = COGL_PIPELINE_CULL_FACE_MODE_BACK;
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else
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cull_mode = CULL_FACE_MODE (draw_num);
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switch (cull_mode)
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{
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case COGL_PIPELINE_CULL_FACE_MODE_NONE:
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cull_front = FALSE;
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cull_back = FALSE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_FRONT:
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cull_front = TRUE;
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cull_back = FALSE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_BACK:
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cull_front = FALSE;
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cull_back = TRUE;
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break;
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case COGL_PIPELINE_CULL_FACE_MODE_BOTH:
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cull_front = TRUE;
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cull_back = TRUE;
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break;
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}
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if (FRONT_WINDING (draw_num) == COGL_WINDING_CLOCKWISE)
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{
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CoglBool tmp = cull_front;
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cull_front = cull_back;
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cull_back = tmp;
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}
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/* Front-facing texture */
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validate_part (framebuffer,
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0, y_offset + draw_num, !cull_front);
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/* Front-facing texture with flipped tex coords */
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validate_part (framebuffer,
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1, y_offset + draw_num, !cull_front);
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/* Back-facing texture */
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validate_part (framebuffer,
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2, y_offset + draw_num, !cull_back);
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/* Front-facing texture polygon */
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validate_part (framebuffer,
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3, y_offset + draw_num, !cull_front);
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/* Back-facing texture polygon */
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validate_part (framebuffer,
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4, y_offset + draw_num, !cull_back);
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}
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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;
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paint_test_backface_culling (state, test_fb);
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/*
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* Now repeat the test but rendered to an offscreen
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* framebuffer. Note that by default the conformance tests are
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* always run to an offscreen buffer but we might as well have this
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* check anyway in case it is being run with COGL_TEST_ONSCREEN=1
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*/
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paint_test_backface_culling (state, state->offscreen);
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/* Copy the result of the offscreen rendering for validation and
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* also so we can have visual feedback. */
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, state->offscreen_tex);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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0, TEXTURE_RENDER_SIZE * 16,
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state->width,
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state->height + TEXTURE_RENDER_SIZE * 16);
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cogl_object_unref (pipeline);
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validate_result (test_fb, 0);
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validate_result (test_fb, 16);
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}
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static CoglTexture *
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglTexture *tex;
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tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
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{
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*(--p) = 255;
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*(--p) = 0;
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*(--p) = 0;
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*(--p) = 255;
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}
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tex = test_utils_texture_new_from_data (test_ctx,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEST_UTILS_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGBA_8888,
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TEXTURE_SIZE * 4,
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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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void
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test_backface_culling (void)
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{
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TestState state;
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CoglTexture *tex;
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state.width = cogl_framebuffer_get_width (test_fb);
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state.height = cogl_framebuffer_get_height (test_fb);
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state.offscreen = NULL;
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state.texture = make_texture ();
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tex = test_utils_texture_new_with_size (test_ctx,
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state.width, state.height,
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TEST_UTILS_TEXTURE_NO_SLICING,
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COGL_TEXTURE_COMPONENTS_RGBA);
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state.offscreen = cogl_offscreen_new_with_texture (tex);
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state.offscreen_tex = tex;
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paint (&state);
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cogl_object_unref (state.offscreen);
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cogl_object_unref (state.offscreen_tex);
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cogl_object_unref (state.texture);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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