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c9a81f035e
Some of the Clutter code was using GL types for the primitive types such as GLint and GLubyte and then passing these to Cogl. This doesn't make much sense because the Cogl functions directly take native C types. This patch just replaces them with either a native C type or a glib type. Some of the cogl conformance tests are trying to directly call GL for example to test creating a foreign texture. These tests have been changed to manually define the GL enum values instead of relying on a GL header to define them. This is necessary because Cogl may soon stop including a GL header from its public headers. Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
384 lines
11 KiB
C
384 lines
11 KiB
C
#include "config.h"
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/* XXX: we currently include config.h above as a hack so we can
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* determine if we are running with GLES2 or not but since Clutter
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* uses the experimental Cogl api that will also define
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* COGL_ENABLE_EXPERIMENTAL_2_0_API. The cogl_material_ api isn't
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* exposed if COGL_ENABLE_EXPERIMENTAL_2_0_API is defined though so we
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* undef it before cogl.h is included */
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#undef COGL_ENABLE_EXPERIMENTAL_2_0_API
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#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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static TestConformGLFunctions gl_functions;
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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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#ifndef GL_VERSION
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#define GL_VERSION 0x1F02
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#endif
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#ifndef GL_MAX_TEXTURE_IMAGE_UNITS
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#endif
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#ifndef GL_MAX_VERTEX_ATTRIBS
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#define GL_MAX_VERTEX_ATTRIBS 0x8869
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#endif
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#ifndef GL_MAX_TEXTURE_UNITS
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#define GL_MAX_TEXTURE_UNITS 0x84E2
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#endif
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typedef struct _TestState
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{
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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_pixel (TestState *state, int x, int y, guint32 color)
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{
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int y_off;
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int x_off;
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guint8 pixel[4];
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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/* See what we got... */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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cogl_read_pixels (x_off, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (g_test_verbose ())
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g_print (" result = %02x, %02x, %02x, %02x\n",
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pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
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if (g_test_verbose ())
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g_print (" expected = %x, %x, %x, %x\n",
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r, g, b, a);
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/* FIXME - allow for hardware in-precision */
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g_assert (pixel[RED] == r);
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g_assert (pixel[GREEN] == g);
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g_assert (pixel[BLUE] == b);
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/* FIXME
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* We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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/* g_assert (pixel[ALPHA] == a); */
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}
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static void
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test_material_with_primitives (TestState *state,
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int x, int y,
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guint32 color)
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{
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CoglTextureVertex verts[4];
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CoglHandle vbo;
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verts[0].x = 0;
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verts[0].y = 0;
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verts[0].z = 0;
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verts[1].x = 0;
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verts[1].y = QUAD_WIDTH;
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verts[1].z = 0;
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verts[2].x = QUAD_WIDTH;
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verts[2].y = QUAD_WIDTH;
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verts[2].z = 0;
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verts[3].x = QUAD_WIDTH;
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verts[3].y = 0;
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verts[3].z = 0;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_translate (0, QUAD_WIDTH, 0);
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cogl_polygon (verts, 4, FALSE);
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cogl_translate (0, QUAD_WIDTH, 0);
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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sizeof (CoglTextureVertex), /* stride */
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verts);
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cogl_vertex_buffer_draw (vbo,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, /* first */
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4); /* count */
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cogl_handle_unref (vbo);
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cogl_pop_matrix ();
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check_pixel (state, x, y, color);
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check_pixel (state, x, y+1, color);
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check_pixel (state, x, y+2, color);
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}
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static void
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test_invalid_texture_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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/* explicitly create a layer with an invalid handle. This may be desireable
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* if the user also sets a texture combine string that e.g. refers to a
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* constant color. */
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cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* We expect a white fallback material to be used */
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test_material_with_primitives (state, x, y, 0xffffffff);
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}
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#ifdef COGL_HAS_GLES2
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static gboolean
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using_gles2_driver (void)
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{
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/* FIXME: This should probably be replaced with some way to query
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the driver from Cogl */
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return g_str_has_prefix ((const char *) gl_functions.glGetString (GL_VERSION),
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"OpenGL ES 2");
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}
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#endif
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static void
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test_using_all_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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guint8 red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
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CoglHandle white_texture;
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CoglHandle red_texture;
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int n_layers;
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int i;
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/* Create a material that uses the maximum number of layers. All but
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the last layer will use a solid white texture. The last layer
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will use a red texture. The layers will all be modulated together
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so the final fragment should be red. */
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white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, red_pixel);
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/* FIXME: Cogl doesn't provide a way to query the maximum number of
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texture layers so for now we'll just ask GL directly. */
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#ifdef COGL_HAS_GLES2
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if (using_gles2_driver ())
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{
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int n_image_units, n_attribs;
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/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
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GL_MAX_TEXTURE_IMAGE_UNITS instead */
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gl_functions.glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
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/* Cogl needs a vertex attrib for each layer to upload the texture
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coordinates */
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gl_functions.glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
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/* We can't use two of the attribs because they are used by the
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position and color */
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n_attribs -= 2;
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n_layers = MIN (n_attribs, n_image_units);
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}
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else
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#endif
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{
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#if defined(COGL_HAS_GLES1) || defined(COGL_HAS_GL)
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gl_functions.glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
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#endif
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}
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/* FIXME: is this still true? */
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/* Cogl currently can't cope with more than 32 layers so we'll also
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limit the maximum to that. */
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if (n_layers > 32)
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n_layers = 32;
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for (i = 0; i < n_layers; i++)
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{
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cogl_material_set_layer_filters (material, i,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer (material, i,
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i == n_layers - 1 ? red_texture : white_texture);
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}
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_handle_unref (white_texture);
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cogl_handle_unref (red_texture);
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/* We expect the final fragment to be red */
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test_material_with_primitives (state, x, y, 0xff0000ff);
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}
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static void
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test_invalid_texture_layers_with_constant_colors (TestState *state,
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int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor constant_color;
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/* explicitly create a layer with an invalid handle */
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cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
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/* ignore the fallback texture on the layer and use a constant color
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instead */
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cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
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cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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NULL);
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cogl_material_set_layer_combine_constant (material, 0, &constant_color);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* We expect the final fragments to be green */
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test_material_with_primitives (state, x, y, 0x0000ffff);
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}
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static void
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basic_ref_counting_destroy_cb (void *user_data)
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{
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gboolean *destroyed_flag = user_data;
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g_assert (*destroyed_flag == FALSE);
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*destroyed_flag = TRUE;
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}
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static void
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test_basic_ref_counting (void)
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{
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CoglMaterial *material_parent;
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gboolean parent_destroyed = FALSE;
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CoglMaterial *material_child;
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gboolean child_destroyed = FALSE;
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static CoglUserDataKey user_data_key;
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/* This creates a material with a copy and then just unrefs them
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both without setting them as a source. They should immediately be
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freed. We can test whether they were freed or not by registering
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a destroy callback with some user data */
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material_parent = cogl_material_new ();
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/* Set some user data so we can detect when the material is
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destroyed */
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cogl_object_set_user_data (COGL_OBJECT (material_parent),
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&user_data_key,
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&parent_destroyed,
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basic_ref_counting_destroy_cb);
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material_child = cogl_material_copy (material_parent);
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cogl_object_set_user_data (COGL_OBJECT (material_child),
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&user_data_key,
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&child_destroyed,
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basic_ref_counting_destroy_cb);
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cogl_object_unref (material_child);
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cogl_object_unref (material_parent);
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g_assert (parent_destroyed);
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g_assert (child_destroyed);
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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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test_invalid_texture_layers (state,
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0, 0 /* position */
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);
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test_invalid_texture_layers_with_constant_colors (state,
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1, 0 /* position */
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);
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test_using_all_layers (state,
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2, 0 /* position */
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);
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test_basic_ref_counting ();
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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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 G_SOURCE_CONTINUE;
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}
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void
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test_cogl_materials (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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test_conform_get_gl_functions (&gl_functions);
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stage = clutter_stage_new ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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clutter_actor_get_geometry (stage, &state.stage_geom);
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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 = clutter_threads_add_idle (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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clutter_actor_destroy (stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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