mirror of
https://github.com/brl/mutter.git
synced 2024-12-04 22:00:42 -05:00
7a3eb452b8
Since all conformance tests share the same state we should not touch stuff like the stage size; sharing is already fairly complex and adds a lot of caveats on the implementation of a conformance test unit, and if we make tests influence later ones then we might slip in bugs or false negatives - thus defeating the whole point of a conformance test suite.
417 lines
15 KiB
C
417 lines
15 KiB
C
|
|
#include <clutter/clutter.h>
|
|
#include <cogl/cogl.h>
|
|
|
|
#include "test-conform-common.h"
|
|
|
|
#define RED 0
|
|
#define GREEN 1
|
|
#define BLUE 2
|
|
#define ALPHA 3
|
|
|
|
#define FRAMEBUFFER_WIDTH 640
|
|
#define FRAMEBUFFER_HEIGHT 480
|
|
|
|
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
|
|
|
|
static void
|
|
assert_region_color (int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
guint8 red,
|
|
guint8 green,
|
|
guint8 blue,
|
|
guint8 alpha)
|
|
{
|
|
guint8 *data = g_malloc0 (width * height * 4);
|
|
cogl_read_pixels (x, y, width, height,
|
|
COGL_READ_PIXELS_COLOR_BUFFER,
|
|
COGL_PIXEL_FORMAT_RGBA_8888,
|
|
data);
|
|
for (y = 0; y < height; y++)
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
guint8 *pixel = &data[y*width*4 + x*4];
|
|
#if 1
|
|
g_assert (pixel[RED] == red &&
|
|
pixel[GREEN] == green &&
|
|
pixel[BLUE] == blue &&
|
|
pixel[ALPHA] == alpha);
|
|
#endif
|
|
}
|
|
g_free (data);
|
|
}
|
|
|
|
static void
|
|
assert_rectangle_color_and_black_border (int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
guint8 red,
|
|
guint8 green,
|
|
guint8 blue)
|
|
{
|
|
/* check the rectangle itself... */
|
|
assert_region_color (x, y, width, height, red, green, blue, 0xff);
|
|
/* black to left of the rectangle */
|
|
assert_region_color (x-10, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
|
|
/* black to right of the rectangle */
|
|
assert_region_color (x+width, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
|
|
/* black above the rectangle */
|
|
assert_region_color (x-10, y-10, width+20, 10, 0x00, 0x00, 0x00, 0xff);
|
|
/* and black below the rectangle */
|
|
assert_region_color (x-10, y+height, width+20, 10, 0x00, 0x00, 0x00, 0xff);
|
|
}
|
|
|
|
|
|
static void
|
|
on_paint (ClutterActor *actor, void *state)
|
|
{
|
|
float saved_viewport[4];
|
|
CoglMatrix saved_projection;
|
|
CoglMatrix projection;
|
|
CoglMatrix modelview;
|
|
guchar *data;
|
|
CoglHandle tex;
|
|
CoglHandle offscreen;
|
|
CoglColor black;
|
|
float x0;
|
|
float y0;
|
|
float width;
|
|
float height;
|
|
|
|
/* for clearing the offscreen framebuffer to black... */
|
|
cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
|
|
|
|
cogl_get_viewport (saved_viewport);
|
|
cogl_get_projection_matrix (&saved_projection);
|
|
cogl_push_matrix ();
|
|
|
|
cogl_matrix_init_identity (&projection);
|
|
cogl_matrix_init_identity (&modelview);
|
|
|
|
cogl_set_projection_matrix (&projection);
|
|
cogl_set_modelview_matrix (&modelview);
|
|
|
|
/* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer)
|
|
* and position it a (20, 10) inside the framebuffer.
|
|
* - Fill the whole viewport with a purple rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 purple rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
100, /* width */
|
|
200); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* fill the viewport with purple.. */
|
|
cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0xff, 0x00, 0xff);
|
|
|
|
|
|
/* - Create a viewport twice the size of the onscreen framebuffer with
|
|
* a negative offset positioning it at (-20, -10) relative to the
|
|
* buffer itself.
|
|
* - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
|
|
* is (20, 10) within the framebuffer)
|
|
* - Verify that the framebuffer is black with a 100x200 green rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (-20, /* x */
|
|
-10, /* y */
|
|
FRAMEBUFFER_WIDTH * 2, /* width */
|
|
FRAMEBUFFER_HEIGHT * 2); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* draw a 100x200 green rectangle offset into the viewport such that its
|
|
* top left corner should be found at (20, 10) in the offscreen buffer */
|
|
/* (offset 40 pixels right from the left of the viewport) */
|
|
x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
|
|
/* (offset 20 pixels down from the top of the viewport) */
|
|
y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
|
|
width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
|
|
height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
|
|
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
|
|
cogl_rectangle (x0, y0, x0 + width, y0 - height);
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0x00, 0xff, 0x00);
|
|
|
|
|
|
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
|
|
* buffer.
|
|
* - Push a 100x200 window space clip rectangle at (20, 10)
|
|
* - Fill the whole viewport with a blue rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
200, /* width */
|
|
400); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
cogl_clip_push_window_rectangle (20, 10, 100, 200);
|
|
/* fill the viewport with blue.. */
|
|
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
cogl_clip_pop ();
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0x00, 0x00, 0xff);
|
|
|
|
|
|
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
|
|
* buffer.
|
|
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
|
|
* (i.e. (40, 20) inside the framebuffer)
|
|
* - Fill the whole viewport with a green rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 green rectangle at
|
|
* (40, 20)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
200, /* width */
|
|
400); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* figure out where to position our clip rectangle in model space
|
|
* coordinates... */
|
|
/* (offset 40 pixels right from the left of the viewport) */
|
|
x0 = -1.0f + (2.0f / 200) * 20.f;
|
|
/* (offset 20 pixels down from the top of the viewport) */
|
|
y0 = 1.0f - (2.0f / 400) * 10.0f;
|
|
width = (2.0f / 200) * 100;
|
|
height = (2.0f / 400) * 200;
|
|
/* add the clip rectangle... */
|
|
cogl_push_matrix ();
|
|
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
|
|
/* XXX: Rotate just enough to stop Cogl from converting our model space
|
|
* rectangle into a window space rectangle.. */
|
|
cogl_rotate (0.1, 0, 0, 1);
|
|
cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
|
|
width/2.0, height/2.0);
|
|
cogl_pop_matrix ();
|
|
/* fill the viewport with green.. */
|
|
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
cogl_clip_pop ();
|
|
assert_rectangle_color_and_black_border (40, 20, 100, 200,
|
|
0x00, 0xff, 0x00);
|
|
|
|
|
|
/* Set the viewport to something specific so we can verify that it gets
|
|
* restored after we are done testing with an offscreen framebuffer... */
|
|
cogl_set_viewport (20, 10, 100, 200);
|
|
|
|
/*
|
|
* Next test offscreen drawing...
|
|
*/
|
|
data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
|
|
tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
|
|
COGL_PIXEL_FORMAT_ANY, /* internal fmt */
|
|
FRAMEBUFFER_WIDTH * 4, /* rowstride */
|
|
data);
|
|
g_free (data);
|
|
offscreen = cogl_offscreen_new_to_texture (tex);
|
|
|
|
cogl_push_framebuffer (offscreen);
|
|
|
|
|
|
/* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer)
|
|
* and position it a (20, 10) inside the framebuffer.
|
|
* - Fill the whole viewport with a blue rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
100, /* width */
|
|
200); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* fill the viewport with blue.. */
|
|
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0x00, 0x00, 0xff);
|
|
|
|
|
|
/* - Create a viewport twice the size of the offscreen framebuffer with
|
|
* a negative offset positioning it at (-20, -10) relative to the
|
|
* buffer itself.
|
|
* - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
|
|
* is (20, 10) within the framebuffer)
|
|
* - Verify that the framebuffer is black with a 100x200 red rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (-20, /* x */
|
|
-10, /* y */
|
|
FRAMEBUFFER_WIDTH * 2, /* width */
|
|
FRAMEBUFFER_HEIGHT * 2); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* draw a 100x200 red rectangle offset into the viewport such that its
|
|
* top left corner should be found at (20, 10) in the offscreen buffer */
|
|
/* (offset 40 pixels right from the left of the viewport) */
|
|
x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
|
|
/* (offset 20 pixels down from the top of the viewport) */
|
|
y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
|
|
width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
|
|
height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
|
|
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
|
cogl_rectangle (x0, y0, x0 + width, y0 - height);
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0xff, 0x00, 0x00);
|
|
|
|
|
|
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
|
|
* buffer.
|
|
* - Push a 100x200 window space clip rectangle at (20, 10)
|
|
* - Fill the whole viewport with a blue rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 blue rectangle at
|
|
* (20, 10)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
200, /* width */
|
|
400); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
cogl_clip_push_window_rectangle (20, 10, 100, 200);
|
|
/* fill the viewport with blue.. */
|
|
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
cogl_clip_pop ();
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0x00, 0x00, 0xff);
|
|
|
|
|
|
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
|
|
* buffer.
|
|
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
|
|
* (i.e. (40, 20) inside the framebuffer)
|
|
* - Fill the whole viewport with a green rectangle
|
|
* - Verify that the framebuffer is black with a 100x200 green rectangle at
|
|
* (40, 20)
|
|
*/
|
|
cogl_set_viewport (20, /* x */
|
|
10, /* y */
|
|
200, /* width */
|
|
400); /* height */
|
|
/* clear everything... */
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
/* figure out where to position our clip rectangle in model space
|
|
* coordinates... */
|
|
/* (offset 40 pixels right from the left of the viewport) */
|
|
x0 = -1.0f + (2.0f / 200) * 20.f;
|
|
/* (offset 20 pixels down from the top of the viewport) */
|
|
y0 = 1.0f - (2.0f / 400) * 10.0f;
|
|
width = (2.0f / 200) * 100;
|
|
height = (2.0f / 400) * 200;
|
|
/* add the clip rectangle... */
|
|
cogl_push_matrix ();
|
|
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
|
|
/* XXX: Rotate just enough to stop Cogl from converting our model space
|
|
* rectangle into a window space rectangle.. */
|
|
cogl_rotate (0.1, 0, 0, 1);
|
|
cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
|
|
width/2, height/2);
|
|
cogl_pop_matrix ();
|
|
/* fill the viewport with green.. */
|
|
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
cogl_clip_pop ();
|
|
assert_rectangle_color_and_black_border (40, 20, 100, 200,
|
|
0x00, 0xff, 0x00);
|
|
|
|
|
|
/* Set the viewport to something obscure to verify that it gets
|
|
* replace when we switch back to the onscreen framebuffer... */
|
|
cogl_set_viewport (0, 0, 10, 10);
|
|
|
|
cogl_pop_framebuffer ();
|
|
cogl_handle_unref (offscreen);
|
|
|
|
/*
|
|
* Verify that the previous onscreen framebuffer's viewport was restored
|
|
* by drawing a white rectangle across the whole viewport. This should
|
|
* draw a 100x200 rectangle at (20,10) relative to the onscreen draw
|
|
* buffer...
|
|
*/
|
|
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
|
|
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
assert_rectangle_color_and_black_border (20, 10, 100, 200,
|
|
0xff, 0xff, 0xff);
|
|
|
|
|
|
/* Uncomment to display the last contents of the offscreen framebuffer */
|
|
#if 1
|
|
cogl_matrix_init_identity (&projection);
|
|
cogl_matrix_init_identity (&modelview);
|
|
cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT);
|
|
cogl_set_projection_matrix (&projection);
|
|
cogl_set_modelview_matrix (&modelview);
|
|
cogl_set_source_texture (tex);
|
|
cogl_rectangle (-1, 1, 1, -1);
|
|
#endif
|
|
|
|
cogl_handle_unref (tex);
|
|
|
|
/* Finally restore the stage's original state... */
|
|
cogl_pop_matrix ();
|
|
cogl_set_projection_matrix (&saved_projection);
|
|
cogl_set_viewport (saved_viewport[0], saved_viewport[1],
|
|
saved_viewport[2], saved_viewport[3]);
|
|
|
|
|
|
/* Comment this out if you want visual feedback of what this test
|
|
* paints.
|
|
*/
|
|
clutter_main_quit ();
|
|
}
|
|
|
|
static gboolean
|
|
queue_redraw (gpointer stage)
|
|
{
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
test_cogl_viewport (TestConformSimpleFixture *fixture,
|
|
gconstpointer data)
|
|
{
|
|
guint idle_source;
|
|
ClutterActor *stage;
|
|
|
|
stage = clutter_stage_get_default ();
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
|
|
|
/* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
|
|
|
|
clutter_actor_show (stage);
|
|
clutter_main ();
|
|
|
|
g_source_remove (idle_source);
|
|
|
|
/* Remove all of the actors from the stage */
|
|
clutter_container_foreach (CLUTTER_CONTAINER (stage),
|
|
(ClutterCallback) clutter_actor_destroy,
|
|
NULL);
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("OK\n");
|
|
}
|
|
|