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bbcbece6c9
This patch reworks our conformance testing framework because it seems that glib's gtesting framework isn't really well suited to our use case. For example we weren't able to test windows builds given the way we were using it and also for each test we'd like to repeat the test with several different environments so we can test important driver and feature combinations. This patch instead switches away to a simplified but custom approach for running our unit tests. We hope that having a more bespoke setup will enable us to easily extend it to focus on the details important to us. Notable changes with this new approach are: We can now run 'make test' for our mingw windows builds. We've got rid of all the test-*report* make rules and we're just left with 'make test' 'make test' now runs each test several times with different driver and feature combinations checking the result for each run. 'make test' will then output a concise table of all of the results. The combinations tested are: - OpenGL Fixed Function - OpenGL ARBfp - OpenGL GLSL - OpenGL No NPOT texture support - OpenGLES 2.0 - OpenGLES 2.0 No NPOT texture support Reviewed-by: Neil Roberts <neil@linux.intel.com>
250 lines
7.0 KiB
C
250 lines
7.0 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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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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#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24)
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#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16)
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#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8)
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#define MASK_ALPHA(COLOR) (COLOR & 0xff)
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typedef struct _TestState
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{
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CoglContext *ctx;
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} TestState;
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typedef struct
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{
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guint32 color;
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float depth;
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gboolean test_enable;
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CoglDepthTestFunction test_function;
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gboolean write_enable;
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float range_near;
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float range_far;
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} TestDepthState;
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static gboolean
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draw_rectangle (TestState *state,
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int x,
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int y,
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TestDepthState *rect_state)
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{
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guint8 Cr = MASK_RED (rect_state->color);
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guint8 Cg = MASK_GREEN (rect_state->color);
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guint8 Cb = MASK_BLUE (rect_state->color);
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guint8 Ca = MASK_ALPHA (rect_state->color);
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CoglHandle pipeline;
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CoglDepthState depth_state;
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cogl_depth_state_init (&depth_state);
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cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
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cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
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cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
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cogl_depth_state_set_range (&depth_state,
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rect_state->range_near,
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rect_state->range_far);
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pipeline = cogl_pipeline_new (state->ctx);
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if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
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{
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cogl_object_unref (pipeline);
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return FALSE;
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}
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cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);
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cogl_set_source (pipeline);
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cogl_push_matrix ();
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cogl_translate (0, 0, rect_state->depth);
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cogl_rectangle (x * QUAD_WIDTH,
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y * QUAD_WIDTH,
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x * QUAD_WIDTH + QUAD_WIDTH,
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_pop_matrix ();
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cogl_object_unref (pipeline);
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return TRUE;
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}
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static void
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test_depth (TestState *state,
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int x,
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int y,
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TestDepthState *rect0_state,
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TestDepthState *rect1_state,
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TestDepthState *rect2_state,
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guint32 expected_result)
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{
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gboolean missing_feature = FALSE;
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if (rect0_state)
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missing_feature |= !draw_rectangle (state, x, y, rect0_state);
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if (rect1_state)
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missing_feature |= !draw_rectangle (state, x, y, rect1_state);
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if (rect2_state)
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missing_feature |= !draw_rectangle (state, x, y, rect2_state);
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/* We don't consider it an error that we can't test something
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* the driver doesn't support. */
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if (missing_feature)
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return;
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test_utils_check_pixel (x * QUAD_WIDTH + (QUAD_WIDTH / 2),
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y * QUAD_WIDTH + (QUAD_WIDTH / 2),
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expected_result);
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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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/* Sanity check a few of the different depth test functions
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* and that depth writing can be disabled... */
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{
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/* Closest */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* Furthest */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* In the middle */
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TestDepthState rect2_state = {
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0x0000ffff, /* rgba color */
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-20, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_NEVER,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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test_depth (state, 0, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x00ff00ff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_ALWAYS;
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test_depth (state, 1, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_LESS;
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test_depth (state, 2, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_GREATER;
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test_depth (state, 3, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x00ff00ff); /* expected */
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rect0_state.test_enable = TRUE;
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rect1_state.write_enable = FALSE;
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test_depth (state, 4, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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}
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/* Check that the depth buffer values can be mapped into different
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* ranges... */
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{
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/* Closest by depth, furthest by depth range */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0.5, 1 /* depth range */
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};
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/* Furthest by depth, nearest by depth range */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_GREATER,
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TRUE, /* depth write enable */
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0, 0.5 /* depth range */
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};
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test_depth (state, 0, 1, /* position */
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&rect0_state, &rect1_state, NULL,
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0xff0000ff); /* expected */
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}
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/* Test that the legacy cogl_set_depth_test_enabled() API still
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* works... */
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{
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/* Nearest */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_LESS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* Furthest */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_LESS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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cogl_set_depth_test_enabled (TRUE);
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test_depth (state, 0, 2, /* position */
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&rect0_state, &rect1_state, NULL,
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0xff0000ff); /* expected */
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cogl_set_depth_test_enabled (FALSE);
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test_depth (state, 1, 2, /* position */
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&rect0_state, &rect1_state, NULL,
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0x00ff00ff); /* expected */
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}
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}
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void
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test_cogl_depth_test (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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TestState state;
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state.ctx = shared_state->ctx;
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cogl_ortho (0, cogl_framebuffer_get_width (shared_state->fb), /* left, right */
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cogl_framebuffer_get_height (shared_state->fb), 0, /* bottom, top */
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-1, 100 /* z near, far */);
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paint (&state);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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