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23f77a1b63
This is for all intents and purposes the same as `cogl_object_ref/unref`, but still refers to handles rather than objects (while we're trying to get rid of the former) so it's a bit of unnecessary redundant API. https://gitlab.gnome.org/GNOME/mutter/merge_requests/451
277 lines
7.6 KiB
C
277 lines
7.6 KiB
C
#include <clutter/clutter.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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typedef struct _TestState
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{
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ClutterActor *stage;
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} TestState;
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static CoglHandle
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create_source_rect (void)
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{
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#ifdef GL_TEXTURE_RECTANGLE_ARB
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int x, y;
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GLint prev_unpack_row_length;
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GLint prev_unpack_alignment;
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GLint prev_unpack_skip_rows;
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GLint prev_unpack_skip_pixles;
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GLint prev_rectangle_binding;
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uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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GLuint gl_tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 0;
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*(p++) = 255;
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}
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/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
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* texture so we need to save the state that we modify so we can
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* restore it afterwards and be sure not to interfere with any state
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* caching that Cogl may do internally.
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*/
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glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
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glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
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glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
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glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
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glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB, &prev_rectangle_binding);
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glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
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glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
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glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
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glGenTextures (1, &gl_tex);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
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glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
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GL_RGBA, 256, 256, 0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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data);
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/* Now restore the original GL state as Cogl had left it */
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glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
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glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
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glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
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glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
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g_assert (glGetError () == GL_NO_ERROR);
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g_free (data);
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tex = test_utils_texture_new_from_foreign (gl_tex,
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GL_TEXTURE_RECTANGLE_ARB,
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256, 256, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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return tex;
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#else /* GL_TEXTURE_RECTANGLE_ARB */
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return NULL;
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#endif /* GL_TEXTURE_RECTANGLE_ARB */
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}
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static CoglHandle
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create_source_2d (void)
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{
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int x, y;
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uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = 0;
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*(p++) = x;
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*(p++) = y;
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*(p++) = 255;
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}
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tex = test_utils_texture_new_from_data (256, 256, TEST_UTILS_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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256 * 4,
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data);
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g_free (data);
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return tex;
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}
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static void
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draw_frame (TestState *state)
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{
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GLuint gl_tex;
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CoglHandle tex_rect = create_source_rect ();
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CoglHandle material_rect = cogl_material_new ();
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CoglHandle tex_2d = create_source_2d ();
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CoglHandle material_2d = cogl_material_new ();
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g_assert (tex_rect != NULL);
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cogl_material_set_layer (material_rect, 0, tex_rect);
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cogl_material_set_layer_filters (material_rect, 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_2d, 0, tex_2d);
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cogl_material_set_layer_filters (material_2d, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_set_source (material_rect);
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/* Render the texture repeated horizontally twice */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
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0.0f, 0.0f, 2.0f, 1.0f);
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/* Render the top half of the texture to test without repeating */
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cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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cogl_set_source (material_2d);
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/* Render the top half of a regular 2D texture */
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cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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/* Flush the rendering now so we can safely delete the texture */
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cogl_flush ();
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cogl_object_unref (material_rect);
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/* Cogl doesn't destroy foreign textures so we have to do it manually */
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cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
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glDeleteTextures (1, &gl_tex);
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cogl_object_unref (tex_rect);
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}
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static void
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validate_result (TestState *state)
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{
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uint8_t *data, *p;
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int x, y;
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p = data = g_malloc (512 * 384 * 4);
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cogl_read_pixels (0, 0, 512, 384,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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data);
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for (y = 0; y < 384; y++)
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for (x = 0; x < 512; x++)
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{
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if (x >= 256 && y >= 256)
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{
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g_assert_cmpint (p[0], ==, 0);
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g_assert_cmpint (p[1], ==, x & 0xff);
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g_assert_cmpint (p[2], ==, y & 0xff);
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}
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else
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{
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g_assert_cmpint (p[0], ==, x & 0xff);
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g_assert_cmpint (p[1], ==, y & 0xff);
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g_assert_cmpint (p[2], ==, 0);
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}
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p += 4;
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}
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g_free (data);
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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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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draw_frame (state);
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validate_result (state);
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}
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static gboolean
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queue_redraw (void *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 gboolean
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check_rectangle_extension (void)
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{
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static const char rect_extension[] = "GL_ARB_texture_rectangle";
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const char *extensions = (const char *) glGetString (GL_EXTENSIONS);
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const char *extensions_end;
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extensions_end = extensions + strlen (extensions);
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while (extensions < extensions_end)
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{
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const char *end = strchr (extensions, ' ');
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if (end == NULL)
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end = extensions_end;
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if (end - extensions == sizeof (rect_extension) - 1 &&
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!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
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return TRUE;
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extensions = end + 1;
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}
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return FALSE;
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}
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void
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test_texture_rectangle (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.stage = clutter_stage_get_default ();
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/* Check whether GL supports the rectangle extension. If not we'll
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just assume the test passes */
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if (check_rectangle_extension ())
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{
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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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, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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else if (cogl_test_verbose ())
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g_print ("Skipping\n");
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}
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