mutter/cogl/tests/conform/test-texture-mipmaps.c
Robert Mader 8e172aeecb cleanup: Use g_clear_handle_id() for g_source_remove()
It makes sure we do not forget to zero the id and lets us avoid
zero checks before. We use it for all new code, lets clean up the
existing code base.

https://gitlab.gnome.org/GNOME/mutter/merge_requests/947
2019-11-22 01:27:40 +01:00

137 lines
3.9 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
#define TEX_SIZE 64
typedef struct _TestState
{
unsigned int padding;
} TestState;
/* Creates a texture where the pixels are evenly divided between
selecting just one of the R,G and B components */
static CoglHandle
make_texture (void)
{
guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
CoglHandle tex;
int x, y;
for (y = 0; y < TEX_SIZE; y++)
for (x = 0; x < TEX_SIZE; x++)
{
memset (p, 0, 3);
/* Set one of the components to full. The components should be
evenly represented so that each gets a third of the
texture */
p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
p += 3;
}
tex = test_utils_texture_new_from_data (TEX_SIZE, TEX_SIZE, TEST_UTILS_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
TEX_SIZE * 3,
tex_data);
g_free (tex_data);
return tex;
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglHandle tex;
CoglHandle material;
uint8_t pixels[8];
tex = make_texture ();
material = cogl_material_new ();
cogl_material_set_layer (material, 0, tex);
cogl_object_unref (tex);
/* Render a 1x1 pixel quad without mipmaps */
cogl_set_source (material);
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_rectangle (0, 0, 1, 1);
/* Then with mipmaps */
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_rectangle (1, 0, 2, 1);
cogl_object_unref (material);
/* Read back the two pixels we rendered */
cogl_read_pixels (0, 0, 2, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixels);
/* The first pixel should be just one of the colors from the
texture. It doesn't matter which one */
g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
/* The second pixel should be more or less the average of all of the
pixels in the texture. Each component gets a third of the image
so each component should be approximately 255/3 */
g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
ABS (pixels[5] - 255 / 3) <= 3 &&
ABS (pixels[6] - 255 / 3) <= 3);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
clutter_main_quit ();
#endif
}
static gboolean
queue_redraw (void *stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_texture_mipmaps (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
unsigned int idle_source;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
group = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
clutter_actor_show_all (stage);
clutter_main ();
g_clear_handle_id (&idle_source, g_source_remove);
if (cogl_test_verbose ())
g_print ("OK\n");
}