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c3d9f0bed4
The cogl_is_* functions were showing up quite high on profiles due to iterating through arrays of cogl handles. This does away with all the handle arrays and implements a simple struct inheritance scheme. All cogl objects now add a CoglHandleObject _parent; member to their main structures. The base object includes 2 members a.t.m; a ref_count, and a klass pointer. The klass in turn gives you a type and virtual function for freeing objects of that type. Each handle type has a _cogl_##handle_type##_get_type () function automatically defined which returns a GQuark of the handle type, so now implementing the cogl_is_* funcs is just a case of comparing with obj->klass->type. Another outcome of the re-work is that cogl_handle_{ref,unref} are also much more efficient, and no longer need extending for each handle type added to cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and are no longer used internally to Clutter or Cogl. Potentially we can remove them completely before 1.0.
211 lines
5.7 KiB
C
211 lines
5.7 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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/* Non-power-of-two sized texture that should cause slicing */
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#define TEXTURE_SIZE 191
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/* Number of times to split the texture up on each axis */
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#define PARTS 2
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/* The texture is split into four parts, each with a different colour */
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#define PART_SIZE (TEXTURE_SIZE / PARTS)
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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 4
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static const ClutterColor corner_colors[PARTS * PARTS] =
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{
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/* Top left - red */ { 255, 0, 0, 255 },
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/* Top right - green */ { 0, 255, 0, 255 },
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/* Bottom left - blue */ { 0, 0, 255, 255 },
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/* Bottom right - yellow */ { 255, 255, 0, 255 }
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};
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typedef struct _TestState
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{
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guint frame;
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CoglHandle texture;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, const ClutterColor *color)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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gboolean ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * PART_SIZE + TEST_INSET,
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ynum * PART_SIZE + TEST_INSET,
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PART_SIZE - TEST_INSET * 2,
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PART_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((PART_SIZE - TEST_INSET * 2)
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* (PART_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != color->red)
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ret = FALSE;
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if (p[1] != color->green)
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ret = FALSE;
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if (p[2] != color->blue)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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}
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static void
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validate_result (TestState *state)
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{
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/* Validate that all four corners of the texture are drawn in the
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right color */
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g_assert (validate_part (0, 0, corner_colors + 0));
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g_assert (validate_part (1, 0, corner_colors + 1));
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g_assert (validate_part (0, 1, corner_colors + 2));
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g_assert (validate_part (1, 1, corner_colors + 3));
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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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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/* Just render the texture in the top left corner */
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cogl_set_source_texture (state->texture);
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cogl_rectangle (0, 0, TEXTURE_SIZE, TEXTURE_SIZE);
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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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/* Need to increment frame first because clutter_stage_read_pixels
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fires a redraw */
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frame_num = state->frame++;
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if (frame_num == 2)
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validate_result (state);
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else if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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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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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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int partx, party, width, height;
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p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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/* Make a texture with a different color for each part */
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for (party = 0; party < PARTS; party++)
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{
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height = (party < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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for (partx = 0; partx < PARTS; partx++)
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{
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const ClutterColor *color = corner_colors + party * PARTS + partx;
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width = (partx < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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while (width-- > 0)
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{
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*(p++) = color->red;
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*(p++) = color->green;
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*(p++) = color->blue;
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*(p++) = color->alpha;
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}
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}
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while (--height > 0)
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{
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memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE * 4;
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}
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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8,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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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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/* The texture should be sliced unless NPOTs are supported */
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g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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? !cogl_texture_is_sliced (tex)
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: cogl_texture_is_sliced (tex));
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return tex;
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}
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void
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test_npot_texture (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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state.texture = make_texture ();
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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 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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cogl_handle_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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