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6436cd073d
This declares the interface types CoglFramebuffer, CoglBuffer, CoglTexture, CoglMetaTexture and CoglPrimitiveTexture as void when including the public cogl.h header so that users don't have to use lots of C type casts between instance types and interface types. This also removes all of the COGL_XYZ() type cast macros since they do nothing more than compile time type casting but it's less readable if you haven't seen that coding pattern before. Unlike with gobject based apis that use per-type macros for casting and performing runtime type checking we instead prefer to do our runtime type checking internally within the front-end public apis when objects are passed into Cogl. This greatly reduces the verbosity for users of the api and may help reduce the chance of excessive runtime type checking that can sometimes be a problem. (cherry picked from commit 248a76f5eac7e5ae4fb45208577f9a55360812a7) Since we can't break the 1.x api this version of the patch actually defines compatible NOP macros within deprecated/cogl-type-casts.h
196 lines
6.5 KiB
C
196 lines
6.5 KiB
C
#include <cogl/cogl2-experimental.h>
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#include "test-utils.h"
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#define POINT_SIZE 8
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static const CoglVertexP2T2
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point =
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{
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POINT_SIZE, POINT_SIZE,
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0.0f, 0.0f
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};
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static const uint8_t
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tex_data[3 * 2 * 2] =
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{
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0x00, 0x00, 0xff, 0x00, 0xff, 0x00,
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0x00, 0xff, 0xff, 0xff, 0x00, 0x00
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};
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static void
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do_test (CoglBool check_orientation,
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CoglBool use_glsl)
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{
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int fb_width = cogl_framebuffer_get_width (test_fb);
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int fb_height = cogl_framebuffer_get_height (test_fb);
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CoglPrimitive *prim;
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CoglError *error = NULL;
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CoglTexture2D *tex_2d;
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CoglPipeline *pipeline, *solid_pipeline;
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int tex_height;
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cogl_framebuffer_orthographic (test_fb,
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0, 0, /* x_1, y_1 */
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fb_width, /* x_2 */
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fb_height /* y_2 */,
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-1, 100 /* near/far */);
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cogl_framebuffer_clear4f (test_fb,
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COGL_BUFFER_BIT_COLOR,
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1.0f, 1.0f, 1.0f, 1.0f);
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/* If we're not checking the orientation of the point sprite then
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* we'll set the height of the texture to 1 so that the vertical
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* orientation does not matter */
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if (check_orientation)
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tex_height = 2;
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else
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tex_height = 1;
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tex_2d = cogl_texture_2d_new_from_data (test_ctx,
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2, tex_height, /* width/height */
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6, /* row stride */
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tex_data,
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&error);
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g_assert (tex_2d != NULL);
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g_assert (error == NULL);
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d);
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cogl_pipeline_set_layer_filters (pipeline,
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0, /* layer_index */
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_pipeline_set_point_size (pipeline, POINT_SIZE);
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/* If we're using GLSL then we don't need to enable point sprite
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* coords and we can just directly reference cogl_point_coord in the
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* snippet */
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if (use_glsl)
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{
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CoglSnippet *snippet =
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cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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NULL, /* declarations */
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NULL /* post */);
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static const char source[] =
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" cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n";
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cogl_snippet_set_replace (snippet, source);
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/* Keep a reference to the original pipeline because there is no
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* way to remove a snippet in order to recreate the solid
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* pipeline */
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solid_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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else
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{
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CoglBool res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
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/* layer_index */
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0,
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/* enable */
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TRUE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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solid_pipeline = cogl_pipeline_copy (pipeline);
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res =
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cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline,
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/* layer_index */
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0,
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/* enable */
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FALSE,
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&error);
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g_assert (res == TRUE);
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g_assert (error == NULL);
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}
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prim = cogl_primitive_new_p2t2 (test_ctx,
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COGL_VERTICES_MODE_POINTS,
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1, /* n_vertices */
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&point);
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cogl_primitive_draw (prim, test_fb, pipeline);
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/* Render the primitive again without point sprites to make sure
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disabling it works */
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cogl_framebuffer_push_matrix (test_fb);
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cogl_framebuffer_translate (test_fb,
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POINT_SIZE * 2, /* x */
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0.0f, /* y */
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0.0f /* z */);
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cogl_primitive_draw (prim, test_fb, solid_pipeline);
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cogl_framebuffer_pop_matrix (test_fb);
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cogl_object_unref (prim);
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cogl_object_unref (solid_pipeline);
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cogl_object_unref (pipeline);
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cogl_object_unref (tex_2d);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE - POINT_SIZE / 4,
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0x00ff00ff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE - POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0x00ffffff :
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0x0000ffff);
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test_utils_check_pixel (test_fb,
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POINT_SIZE + POINT_SIZE / 4,
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POINT_SIZE + POINT_SIZE / 4,
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check_orientation ?
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0xff0000ff :
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0x00ff00ff);
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/* When rendering without the point sprites all of the texture
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coordinates should be 0,0 so it should get the top-left texel
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which is blue */
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test_utils_check_region (test_fb,
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POINT_SIZE * 3 - POINT_SIZE / 2 + 1,
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POINT_SIZE - POINT_SIZE / 2 + 1,
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POINT_SIZE - 2, POINT_SIZE - 2,
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0x0000ffff);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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void
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test_point_sprite (void)
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{
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do_test (FALSE /* don't check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_orientation (void)
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{
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do_test (TRUE /* check orientation */,
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FALSE /* don't use GLSL */);
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}
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void
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test_point_sprite_glsl (void)
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{
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do_test (FALSE /* don't check orientation */,
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TRUE /* use GLSL */);
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}
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