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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>
207 lines
5.7 KiB
C
207 lines
5.7 KiB
C
#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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#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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typedef struct _TestState
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{
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unsigned int padding;
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} TestState;
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static void
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assert_region_color (int x,
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int y,
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int width,
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int height,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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guint8 *data = g_malloc0 (width * height * 4);
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cogl_read_pixels (x, y, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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guint8 *pixel = &data[y * width * 4 + x * 4];
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#if 1
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g_assert (pixel[RED] == red &&
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pixel[GREEN] == green &&
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pixel[BLUE] == blue);
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#endif
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}
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g_free (data);
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}
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/* Creates a texture divided into 4 quads with colors arranged as follows:
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* (The same value are used in all channels for each texel)
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*
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* |-----------|
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* |0x11 |0x00 |
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* |+ref | |
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* |-----------|
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* |0x00 |0x33 |
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* | |+ref |
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* |-----------|
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*
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*
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*/
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static CoglHandle
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make_texture (guchar ref)
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{
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int x;
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int y;
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guchar *tex_data, *p;
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CoglHandle tex;
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guchar val;
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tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 16);
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for (y = 0; y < QUAD_WIDTH * 2; y++)
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for (x = 0; x < QUAD_WIDTH * 2; x++)
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{
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p = tex_data + (QUAD_WIDTH * 8 * y) + x * 4;
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if (x < QUAD_WIDTH && y < QUAD_WIDTH)
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val = 0x11 + ref;
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else if (x >= QUAD_WIDTH && y >= QUAD_WIDTH)
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val = 0x33 + ref;
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else
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val = 0x00;
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p[0] = p[1] = p[2] = p[3] = val;
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}
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/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
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* since we don't want to allow Cogl to premultiply our data. */
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tex = cogl_texture_new_from_data (QUAD_WIDTH * 2,
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QUAD_WIDTH * 2,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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QUAD_WIDTH * 8,
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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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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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CoglHandle tex0, tex1;
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CoglHandle material;
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gboolean status;
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GError *error = NULL;
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float tex_coords[] = {
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0, 0, 0.5, 0.5, /* tex0 */
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0.5, 0.5, 1, 1 /* tex1 */
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};
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tex0 = make_texture (0x00);
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tex1 = make_texture (0x11);
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material = cogl_material_new ();
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/* An arbitrary color which should be replaced by the first texture layer */
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cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_material_set_layer (material, 0, tex0);
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cogl_material_set_layer_combine (material, 0,
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"RGBA = REPLACE (TEXTURE)", NULL);
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/* We'll use nearest filtering mode on the textures, otherwise the
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edge of the quad can pull in texels from the neighbouring
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quarters of the texture due to imprecision */
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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_material_set_layer (material, 1, tex1);
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cogl_material_set_layer_filters (material, 1,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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status = cogl_material_set_layer_combine (material, 1,
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"RGBA = ADD (PREVIOUS, TEXTURE)",
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&error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this texture combine string. */
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g_debug ("Failed to setup texture combine string "
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"RGBA = ADD (PREVIOUS, TEXTURE): %s",
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error->message);
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}
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cogl_set_source (material);
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cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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tex_coords, 8);
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cogl_handle_unref (material);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex1);
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/* See what we got... */
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assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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0x55, 0x55, 0x55, 0x55);
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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 TRUE;
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}
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void
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test_cogl_multitexture (TestUtilsGTestFixture *fixture,
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void *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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unsigned int idle_source;
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stage = clutter_stage_get_default ();
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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 incase someone comments out the
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* clutter_main_quit and wants visual feedback for the test since we
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* wont be doing anything else that 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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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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