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9d355f12c6
Something is causing a deadlock when using clutter_threads_* API inside the offscreen redirect conformance test. The conformance tests are pretty insane anyway, so for the time being, let's put g_timeout_add() back in while we figure out the issue.
349 lines
9.6 KiB
C
349 lines
9.6 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.h"
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typedef struct _FooActor FooActor;
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typedef struct _FooActorClass FooActorClass;
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struct _FooActorClass
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{
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ClutterActorClass parent_class;
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};
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struct _FooActor
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{
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ClutterActor parent;
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guint8 last_paint_opacity;
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int paint_count;
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};
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typedef struct
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{
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ClutterActor *stage;
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FooActor *foo_actor;
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ClutterActor *parent_container;
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ClutterActor *container;
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ClutterActor *child;
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ClutterActor *unrelated_actor;
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} Data;
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GType foo_actor_get_type (void) G_GNUC_CONST;
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G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
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static gboolean group_has_overlaps;
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = (FooActor *) actor;
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ClutterActorBox allocation;
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foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor);
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foo_actor->paint_count++;
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clutter_actor_get_allocation_box (actor, &allocation);
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/* Paint a red rectangle with the right opacity */
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cogl_set_source_color4ub (255,
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0,
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0,
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foo_actor->last_paint_opacity);
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cogl_rectangle (allocation.x1,
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allocation.y1,
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allocation.x2,
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allocation.y2);
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}
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static gboolean
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foo_actor_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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}
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static gboolean
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foo_actor_has_overlaps (ClutterActor *actor)
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{
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return FALSE;
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}
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static void
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foo_actor_class_init (FooActorClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->paint = foo_actor_paint;
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actor_class->get_paint_volume = foo_actor_get_paint_volume;
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actor_class->has_overlaps = foo_actor_has_overlaps;
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}
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static void
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foo_actor_init (FooActor *self)
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{
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}
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typedef struct _FooGroup FooGroup;
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typedef struct _FooGroupClass FooGroupClass;
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struct _FooGroupClass
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{
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ClutterGroupClass parent_class;
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};
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struct _FooGroup
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{
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ClutterGroup parent;
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};
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G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP);
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static gboolean
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foo_group_has_overlaps (ClutterActor *actor)
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{
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return group_has_overlaps;
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}
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static void
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foo_group_class_init (FooGroupClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->has_overlaps = foo_group_has_overlaps;
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}
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static void
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foo_group_init (FooGroup *self)
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{
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}
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static void
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verify_results (Data *data,
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guint8 expected_color_red,
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guint8 expected_color_green,
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guint8 expected_color_blue,
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int expected_paint_count,
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int expected_paint_opacity)
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{
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guchar *pixel;
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data->foo_actor->paint_count = 0;
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/* Read a pixel at the center of the to determine what color it
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painted. This should cause a redraw */
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pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
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50, 50, /* x/y */
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1, 1 /* width/height */);
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g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count);
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g_assert_cmpint (expected_paint_opacity,
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==,
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data->foo_actor->last_paint_opacity);
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g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2);
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g_free (pixel);
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}
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static void
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verify_redraw (Data *data, int expected_paint_count)
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{
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GMainLoop *main_loop = g_main_loop_new (NULL, TRUE);
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guint paint_handler;
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paint_handler = g_signal_connect_data (data->stage,
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"paint",
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G_CALLBACK (g_main_loop_quit),
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main_loop,
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NULL,
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G_CONNECT_SWAPPED | G_CONNECT_AFTER);
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/* Queue a redraw on the stage */
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clutter_actor_queue_redraw (data->stage);
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data->foo_actor->paint_count = 0;
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/* Wait for it to paint */
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g_main_loop_run (main_loop);
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g_signal_handler_disconnect (data->stage, paint_handler);
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g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count);
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}
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static gboolean
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timeout_cb (gpointer user_data)
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{
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Data *data = user_data;
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group_has_overlaps = FALSE;
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/* By default the actor shouldn't be redirected so the redraw should
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cause the actor to be painted */
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Make the actor semi-transparent and verify the paint opacity */
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clutter_actor_set_opacity (data->container, 127);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* With automatic redirect for opacity it shouldn't redirect if
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* has_overlaps returns FALSE; */
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clutter_actor_set_offscreen_redirect
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(data->container, CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* We do a double check here to verify that the actor wasn't cached
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* during the last check. If it was cached then this check wouldn't
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* result in any foo-actor re-paint. */
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* With automatic redirect for opacity it should redirect if
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* has_overlaps returns TRUE.
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* The first paint will still cause the actor to draw because
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* it needs to fill the cache first. It should be painted with full
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* opacity */
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group_has_overlaps = TRUE;
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verify_results (data,
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255, 127, 127,
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1,
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255);
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/* The second time the actor is painted it should be cached */
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verify_results (data,
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255, 127, 127,
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0,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Changing it back to fully opaque should cause it not to go
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through the FBO so it will draw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Tell it to always redirect through the FBO. This should cause a
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paint of the actor because the last draw didn't go through the
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FBO */
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clutter_actor_set_offscreen_redirect (data->container,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Even changing it back to fully opaque shouldn't cause a redraw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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0,
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255);
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/* Queueing a redraw on the actor should cause a redraw */
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clutter_actor_queue_redraw (data->container);
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verify_redraw (data, 1);
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/* Queueing a redraw on a child should cause a redraw */
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clutter_actor_queue_redraw (data->child);
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verify_redraw (data, 1);
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/* Modifying the transformation on the parent should cause a
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redraw */
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clutter_actor_set_anchor_point (data->parent_container, 0, 1);
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verify_redraw (data, 1);
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/* Redrawing an unrelated actor shouldn't cause a redraw */
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clutter_actor_set_position (data->unrelated_actor, 0, 1);
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verify_redraw (data, 0);
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clutter_main_quit ();
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return G_SOURCE_REMOVE;
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}
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void
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test_offscreen_redirect (TestConformSimpleFixture *fixture,
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gconstpointer test_data)
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{
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if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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Data data;
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data.stage = clutter_stage_new ();
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data.parent_container = clutter_group_new ();
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data.container = g_object_new (foo_group_get_type (), NULL);
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data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
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clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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CLUTTER_ACTOR (data.foo_actor));
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clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container),
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data.container);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.parent_container);
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data.child = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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data.child);
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data.unrelated_actor = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.unrelated_actor);
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clutter_actor_show (data.stage);
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/* Start the test after a short delay to allow the stage to
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render its initial frames without affecting the results */
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g_timeout_add_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL);
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clutter_main ();
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clutter_actor_destroy (data.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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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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