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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.
231 lines
6.3 KiB
C
231 lines
6.3 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 = { 0x00, 0xff, 0x00, 0xff };
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static const ClutterColor prim_color = { 0xff, 0x00, 0xff, 0xff };
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static const ClutterColor tex_color = { 0x00, 0x00, 0xff, 0xff };
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typedef CoglPrimitive * (* TestPrimFunc) (ClutterColor *expected_color);
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static CoglPrimitive *
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test_prim_p2 (ClutterColor *expected_color)
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{
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static const CoglVertexP2 verts[] =
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{ { 0, 0 }, { 0, 10 }, { 10, 0 } };
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return cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p3 (ClutterColor *expected_color)
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{
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static const CoglVertexP3 verts[] =
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{ { 0, 0, 0 }, { 0, 10, 0 }, { 10, 0, 0 } };
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return cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p2c4 (ClutterColor *expected_color)
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{
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static const CoglVertexP2C4 verts[] =
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{ { 0, 0, 255, 255, 0, 255 },
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{ 0, 10, 255, 255, 0, 255 },
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{ 10, 0, 255, 255, 0, 255 } };
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expected_color->red = 255;
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expected_color->green = 255;
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expected_color->blue = 0;
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return cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p3c4 (ClutterColor *expected_color)
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{
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static const CoglVertexP3C4 verts[] =
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{ { 0, 0, 0, 255, 255, 0, 255 },
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{ 0, 10, 0, 255, 255, 0, 255 },
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{ 10, 0, 0, 255, 255, 0, 255 } };
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expected_color->red = 255;
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expected_color->green = 255;
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expected_color->blue = 0;
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return cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p2t2 (ClutterColor *expected_color)
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{
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static const CoglVertexP2T2 verts[] =
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{ { 0, 0, 1, 0 },
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{ 0, 10, 1, 0 },
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{ 10, 0, 1, 0 } };
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*expected_color = tex_color;
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return cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p3t2 (ClutterColor *expected_color)
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{
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static const CoglVertexP3T2 verts[] =
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{ { 0, 0, 0, 1, 0 },
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{ 0, 10, 0, 1, 0 },
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{ 10, 0, 0, 1, 0 } };
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*expected_color = tex_color;
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return cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p2t2c4 (ClutterColor *expected_color)
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{
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static const CoglVertexP2T2C4 verts[] =
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{ { 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
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{ 0, 10, 1, 0, 0xff, 0xff, 0xf0, 0xff },
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{ 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
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*expected_color = tex_color;
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expected_color->blue = 0xf0;
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return cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static CoglPrimitive *
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test_prim_p3t2c4 (ClutterColor *expected_color)
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{
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static const CoglVertexP3T2C4 verts[] =
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{ { 0, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
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{ 0, 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
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{ 10, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
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*expected_color = tex_color;
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expected_color->blue = 0xf0;
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return cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLES,
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3, /* n_vertices */
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verts);
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}
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static const TestPrimFunc
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test_prim_funcs[] =
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{
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test_prim_p2,
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test_prim_p3,
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test_prim_p2c4,
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test_prim_p3c4,
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test_prim_p2t2,
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test_prim_p3t2,
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test_prim_p2t2c4,
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test_prim_p3t2c4
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};
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static void
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paint_cb (void)
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{
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CoglPipeline *pipeline;
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CoglHandle tex;
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guint8 tex_data[6];
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int i;
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/* Create a two pixel texture. The first pixel is white and the
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second pixel is tex_color. The assumption is that if no texture
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coordinates are specified then it will default to 0,0 and get
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white */
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tex_data[0] = 255;
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tex_data[1] = 255;
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tex_data[2] = 255;
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tex_data[3] = tex_color.red;
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tex_data[4] = tex_color.green;
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tex_data[5] = tex_color.blue;
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tex = cogl_texture_new_from_data (2, 1, /* size */
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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6, /* rowstride */
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tex_data);
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pipeline = cogl_pipeline_new ();
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cogl_pipeline_set_color4ub (pipeline,
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prim_color.red,
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prim_color.green,
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prim_color.blue,
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prim_color.alpha);
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_handle_unref (tex);
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cogl_set_source (pipeline);
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cogl_object_unref (pipeline);
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for (i = 0; i < G_N_ELEMENTS (test_prim_funcs); i++)
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{
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CoglPrimitive *prim;
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ClutterColor expected_color = prim_color;
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guint8 pixel[4];
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prim = test_prim_funcs[i] (&expected_color);
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cogl_push_matrix ();
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cogl_translate (i * 10, 0, 0);
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cogl_primitive_draw (prim);
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cogl_pop_matrix ();
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cogl_read_pixels (i * 10 + 2, 2, 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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g_assert_cmpint (pixel[0], ==, expected_color.red);
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g_assert_cmpint (pixel[1], ==, expected_color.green);
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g_assert_cmpint (pixel[2], ==, expected_color.blue);
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cogl_object_unref (prim);
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}
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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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void
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test_cogl_primitive (TestUtilsGTestFixture *fixture,
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void *data)
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{
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ClutterActor *stage;
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unsigned int paint_handler;
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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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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (paint_cb), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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