mirror of
https://github.com/brl/mutter.git
synced 2024-12-04 13:50:41 -05:00
c0a553163b
cogl_read_pixels() no longer asserts that the format passed in is RGBA_8888 but instead accepts any format. The appropriate GL enums for the format are passed to glReadPixels so OpenGL should be perform a conversion if neccessary. It currently assumes glReadPixels will always give us premultiplied data. This will usually be correct because the result of the default blending operations for Cogl ends up with premultiplied data in the framebuffer. However it is possible for the framebuffer to be in whatever format depending on what CoglMaterial is used to render to it. Eventually we may want to add a way for an application to inform Cogl that the framebuffer is not premultiplied in case it is being used for some special purpose. If the requested format is not premultiplied then Cogl will convert it. The tests have been changed to read the data as premultiplied so that they won't be affected by the conversion. Picking in Clutter has been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need the alpha component. clutter_stage_read_pixels is left unchanged because the application can't specify a format for that so it seems to make most sense to store unpremultiplied values. http://bugzilla.openedhand.com/show_bug.cgi?id=1959
196 lines
5.1 KiB
C
196 lines
5.1 KiB
C
|
|
#include <clutter/clutter.h>
|
|
#include <cogl/cogl.h>
|
|
#include <string.h>
|
|
|
|
#include "test-conform-common.h"
|
|
|
|
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
|
|
|
|
#define QUAD_WIDTH 20
|
|
|
|
#define RED 0
|
|
#define GREEN 1
|
|
#define BLUE 2
|
|
#define ALPHA 3
|
|
|
|
#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24);
|
|
#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16);
|
|
#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8);
|
|
#define MASK_ALPHA(COLOR) (COLOR & 0xff);
|
|
|
|
#define SKIP_FRAMES 2
|
|
|
|
typedef struct _TestState
|
|
{
|
|
guint frame;
|
|
ClutterGeometry stage_geom;
|
|
} TestState;
|
|
|
|
|
|
static void
|
|
check_pixel (TestState *state, int x, int y, guint32 color)
|
|
{
|
|
GLint y_off;
|
|
GLint x_off;
|
|
GLubyte pixel[4];
|
|
guint8 r = MASK_RED (color);
|
|
guint8 g = MASK_GREEN (color);
|
|
guint8 b = MASK_BLUE (color);
|
|
guint8 a = MASK_ALPHA (color);
|
|
|
|
/* See what we got... */
|
|
|
|
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
|
|
y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
|
|
x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
|
|
|
|
/* XXX:
|
|
* We haven't always had good luck with GL drivers implementing glReadPixels
|
|
* reliably and skipping the first two frames improves our chances... */
|
|
if (state->frame <= SKIP_FRAMES)
|
|
return;
|
|
|
|
cogl_read_pixels (x_off, y_off, 1, 1,
|
|
COGL_READ_PIXELS_COLOR_BUFFER,
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
pixel);
|
|
if (g_test_verbose ())
|
|
g_print (" result = %02x, %02x, %02x, %02x\n",
|
|
pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
|
|
|
|
if (g_test_verbose ())
|
|
g_print (" expected = %x, %x, %x, %x\n",
|
|
r, g, b, a);
|
|
/* FIXME - allow for hardware in-precision */
|
|
g_assert (pixel[RED] == r);
|
|
g_assert (pixel[GREEN] == g);
|
|
g_assert (pixel[BLUE] == b);
|
|
|
|
/* FIXME
|
|
* We ignore the alpha, since we don't know if our render target is
|
|
* RGB or RGBA */
|
|
/* g_assert (pixel[ALPHA] == a); */
|
|
}
|
|
|
|
static void
|
|
test_invalid_texture_layers (TestState *state, int x, int y)
|
|
{
|
|
CoglHandle material = cogl_material_new ();
|
|
CoglTextureVertex verts[4] = {
|
|
{ .x = 0, .y = 0, .z = 0 },
|
|
{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
|
|
{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
|
|
{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
|
|
};
|
|
CoglHandle vbo;
|
|
|
|
cogl_push_matrix ();
|
|
|
|
cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
|
|
|
|
/* explicitly create a layer with an invalid handle. This may be desireable
|
|
* if the user also sets a texture combine string that e.g. refers to a
|
|
* constant color. */
|
|
cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
|
|
|
|
cogl_set_source (material);
|
|
cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
|
|
|
|
cogl_translate (0, QUAD_WIDTH, 0);
|
|
cogl_polygon (verts, 4, FALSE);
|
|
|
|
cogl_translate (0, QUAD_WIDTH, 0);
|
|
vbo = cogl_vertex_buffer_new (4);
|
|
cogl_vertex_buffer_add (vbo,
|
|
"gl_Vertex",
|
|
2, /* n components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT,
|
|
FALSE, /* normalized */
|
|
sizeof (CoglTextureVertex), /* stride */
|
|
verts);
|
|
cogl_vertex_buffer_draw (vbo,
|
|
COGL_VERTICES_MODE_TRIANGLE_FAN,
|
|
0, /* first */
|
|
4); /* count */
|
|
cogl_handle_unref (vbo);
|
|
|
|
cogl_pop_matrix ();
|
|
|
|
cogl_handle_unref (material);
|
|
|
|
/* We expect a white fallback material to be used */
|
|
check_pixel (state, x, y, 0xffffffff);
|
|
check_pixel (state, x, y+1, 0xffffffff);
|
|
check_pixel (state, x, y+2, 0xffffffff);
|
|
}
|
|
|
|
static void
|
|
on_paint (ClutterActor *actor, TestState *state)
|
|
{
|
|
int frame_num;
|
|
|
|
test_invalid_texture_layers (state,
|
|
0, 0 /* position */
|
|
);
|
|
|
|
/* XXX: Experiments have shown that for some buggy drivers, when using
|
|
* glReadPixels there is some kind of race, so we delay our test for a
|
|
* few frames and a few seconds:
|
|
*/
|
|
frame_num = state->frame++;
|
|
if (frame_num < SKIP_FRAMES)
|
|
g_usleep (G_USEC_PER_SEC);
|
|
|
|
/* Comment this out if you want visual feedback for what this test paints */
|
|
#if 1
|
|
if (frame_num > SKIP_FRAMES)
|
|
clutter_main_quit ();
|
|
#endif
|
|
}
|
|
|
|
static gboolean
|
|
queue_redraw (gpointer stage)
|
|
{
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
test_cogl_materials (TestConformSimpleFixture *fixture,
|
|
gconstpointer data)
|
|
{
|
|
TestState state;
|
|
ClutterActor *stage;
|
|
ClutterActor *group;
|
|
guint idle_source;
|
|
|
|
state.frame = 0;
|
|
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
|
clutter_actor_get_geometry (stage, &state.stage_geom);
|
|
|
|
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_source_remove (idle_source);
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("OK\n");
|
|
}
|
|
|