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b5a7657076
This makes a start on porting the Cogl conformance tests that currently still live in the Clutter repository to be standalone Cogl tests that no longer require a ClutterStage. The main thing is that this commit brings in is the basic testing infrastructure we need, so now we can port more and more tests incrementally. Since the test suite wants a way to synchronize X requests/replies and we can't simply call XSynchronize in the test-utils code before we know if we are really running on X this adds a check for an environment variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set it forces XSynchronize (dpy, TRUE) to be called. By default the conformance tests are run off screen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run on screen every once in a while, especially if changes are being made to CoglFramebuffer related code. On screen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
340 lines
9.7 KiB
C
340 lines
9.7 KiB
C
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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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#ifdef CLUTTER_COGL_HAS_GL
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/* Size the texture so that it is just off a power of two to enourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 257
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#else /* CLUTTER_COGL_HAS_GL */
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/* We can't use the funny-sized texture on GL ES because it will break
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cogl_texture_polygon. However there is only one code path for
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rendering quads so there is no need */
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#define TEXTURE_SIZE 32
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#endif /* CLUTTER_COGL_HAS_GL */
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE 32
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typedef struct _TestState
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{
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CoglHandle texture;
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CoglHandle offscreen;
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CoglHandle offscreen_tex;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, gboolean shown)
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{
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guchar *pixels, *p;
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gboolean ret = TRUE;
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pixels = g_malloc0 ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
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* (TEXTURE_RENDER_SIZE - TEST_INSET * 2) * 4);
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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cogl_read_pixels (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
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ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
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* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != (shown ? 255 : 0))
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ret = FALSE;
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if (p[1] != 0)
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ret = FALSE;
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if (p[2] != 0)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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}
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static void
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do_test_backface_culling (TestState *state)
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{
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int i;
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CoglHandle material = cogl_material_new ();
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_set_backface_culling_enabled (TRUE);
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cogl_push_matrix ();
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/* Render the scene twice - once with backface culling enabled and
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once without. The second time is translated so that it is below
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the first */
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for (i = 0; i < 2; i++)
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{
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
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CoglTextureVertex verts[4];
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cogl_set_source (material);
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memset (verts, 0, sizeof (verts));
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle (x1, y1, x2, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture with flipped texcoords */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
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1.0, 0.0, 0.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle (x2, y1, x1, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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verts[3].x = x1; verts[3].y = y1;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_material_set_layer (material, 0, state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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verts[3].x = x1; verts[3].y = y2;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_material_set_layer (material, 0, state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a regular rectangle (this should always show) */
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cogl_set_source_color4f (1.0, 0, 0, 1.0);
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cogl_rectangle (x1, y1, x2, y2);
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/* The second time round draw beneath the first with backface
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culling disabled */
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cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
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cogl_set_backface_culling_enabled (FALSE);
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}
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cogl_handle_unref (material);
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cogl_pop_matrix ();
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/* Front-facing texture */
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g_assert (validate_part (0, 0, TRUE));
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 0, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (2, 0, FALSE));
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/* Front-facing texture polygon */
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g_assert (validate_part (3, 0, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (4, 0, FALSE));
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/* Regular rectangle */
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g_assert (validate_part (5, 0, TRUE));
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/* Backface culling disabled - everything should be shown */
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/* Front-facing texture */
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g_assert (validate_part (0, 1, TRUE));
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 1, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (2, 1, TRUE));
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/* Front-facing texture polygon */
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g_assert (validate_part (3, 1, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (4, 1, TRUE));
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/* Regular rectangle */
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g_assert (validate_part (5, 1, TRUE));
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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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CoglColor clr;
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float stage_viewport[4];
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CoglMatrix stage_projection;
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CoglMatrix stage_modelview;
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cogl_color_init_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
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do_test_backface_culling (state);
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/* Since we are going to repeat the test rendering offscreen we clear the
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* stage, just to minimize the chance of a some other bug causing us
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* mistakenly reading back the results from the stage and giving a false
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* posistive. */
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cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
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/*
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* Now repeat the test but rendered to an offscreen framebuffer...
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*/
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cogl_get_viewport (stage_viewport);
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cogl_get_projection_matrix (&stage_projection);
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cogl_get_modelview_matrix (&stage_modelview);
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cogl_push_framebuffer (state->offscreen);
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cogl_clear (&clr, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_STENCIL);
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cogl_set_viewport (stage_viewport[0],
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stage_viewport[1],
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stage_viewport[2],
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stage_viewport[3]);
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cogl_set_projection_matrix (&stage_projection);
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cogl_set_modelview_matrix (&stage_modelview);
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do_test_backface_culling (state);
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cogl_pop_framebuffer ();
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/* Incase we want feedback of what was drawn offscreen we draw it
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* to the stage... */
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cogl_set_source_texture (state->offscreen_tex);
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cogl_rectangle (0, 0, stage_viewport[2], stage_viewport[3]);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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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 TRUE;
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}
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
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{
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*(--p) = 255;
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*(--p) = 0;
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*(--p) = 0;
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*(--p) = 255;
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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void
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test_cogl_backface_culling (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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CoglHandle tex;
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ClutterActor *stage;
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float stage_width;
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float stage_height;
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const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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ClutterActor *group;
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unsigned int idle_source;
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stage = clutter_stage_get_default ();
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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state.offscreen = COGL_INVALID_HANDLE;
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state.texture = make_texture ();
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tex = cogl_texture_new_with_size (stage_width, stage_height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY); /* internal fmt */
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state.offscreen = cogl_offscreen_new_to_texture (tex);
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state.offscreen_tex = tex;
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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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 = g_idle_add (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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cogl_handle_unref (state.offscreen);
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cogl_handle_unref (state.offscreen_tex);
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cogl_handle_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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