mutter/tests/conform/test-multitexture.c
Robert Bragg 937337993d tests: stop using cogl-auto-texture apis
The plan is to remove the cogl-auto-texture apis since they hide a bit
too much from developers but currently the conformance tests depend on
these apis in numerous places.

For the conformance tests it makes some sense to continue using high
level texture apis similar to the auto-texture apis since we may want
to make broad variations to how textures are allocated as part of the
testing running if that might help exercise more code paths.

This patch copies much of the auto-texture functionality into some
slightly more special purpose utilities in test-utils.c/h. Minor changes
include being constrained to the public Cogl api and they also don't
let you catch CoglErrors and just assume they should abort on error.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 911df79776ce6f695351c15e9872b4f1479d30bf)

Conflicts:
	tests/conform/test-atlas-migration.c
	tests/conform/test-backface-culling.c
	tests/conform/test-blend-strings.c
	tests/conform/test-color-mask.c
	tests/conform/test-just-vertex-shader.c
	tests/conform/test-npot-texture.c
	tests/conform/test-primitive.c
	tests/conform/test-snippets.c
	tests/conform/test-texture-get-set-data.c
	tests/conform/test-texture-mipmap-get-set.c
	tests/conform/test-texture-no-allocate.c
	tests/conform/test-wrap-modes.c
2013-07-29 17:56:07 +01:00

207 lines
5.7 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
#define QUAD_WIDTH 20
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
typedef struct _TestState
{
unsigned int padding;
} TestState;
static void
assert_region_color (int x,
int y,
int width,
int height,
uint8_t red,
uint8_t green,
uint8_t blue,
uint8_t alpha)
{
uint8_t *data = g_malloc0 (width * height * 4);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
uint8_t *pixel = &data[y * width * 4 + x * 4];
#if 1
g_assert (pixel[RED] == red &&
pixel[GREEN] == green &&
pixel[BLUE] == blue);
#endif
}
g_free (data);
}
/* Creates a texture divided into 4 quads with colors arranged as follows:
* (The same value are used in all channels for each texel)
*
* |-----------|
* |0x11 |0x00 |
* |+ref | |
* |-----------|
* |0x00 |0x33 |
* | |+ref |
* |-----------|
*
*
*/
static CoglHandle
make_texture (guchar ref)
{
int x;
int y;
guchar *tex_data, *p;
CoglHandle tex;
guchar val;
tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 16);
for (y = 0; y < QUAD_WIDTH * 2; y++)
for (x = 0; x < QUAD_WIDTH * 2; x++)
{
p = tex_data + (QUAD_WIDTH * 8 * y) + x * 4;
if (x < QUAD_WIDTH && y < QUAD_WIDTH)
val = 0x11 + ref;
else if (x >= QUAD_WIDTH && y >= QUAD_WIDTH)
val = 0x33 + ref;
else
val = 0x00;
p[0] = p[1] = p[2] = p[3] = val;
}
/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
* since we don't want to allow Cogl to premultiply our data. */
tex = test_utils_texture_new_from_data (QUAD_WIDTH * 2,
QUAD_WIDTH * 2,
TEST_UTILS_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_RGBA_8888,
QUAD_WIDTH * 8,
tex_data);
g_free (tex_data);
return tex;
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglHandle tex0, tex1;
CoglHandle material;
CoglBool status;
CoglError *error = NULL;
float tex_coords[] = {
0, 0, 0.5, 0.5, /* tex0 */
0.5, 0.5, 1, 1 /* tex1 */
};
tex0 = make_texture (0x00);
tex1 = make_texture (0x11);
material = cogl_material_new ();
/* An arbitrary color which should be replaced by the first texture layer */
cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
cogl_material_set_layer (material, 0, tex0);
cogl_material_set_layer_combine (material, 0,
"RGBA = REPLACE (TEXTURE)", NULL);
/* We'll use nearest filtering mode on the textures, otherwise the
edge of the quad can pull in texels from the neighbouring
quarters of the texture due to imprecision */
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material, 1, tex1);
cogl_material_set_layer_filters (material, 1,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
status = cogl_material_set_layer_combine (material, 1,
"RGBA = ADD (PREVIOUS, TEXTURE)",
&error);
if (!status)
{
/* It's not strictly a test failure; you need a more capable GPU or
* driver to test this texture combine string. */
g_debug ("Failed to setup texture combine string "
"RGBA = ADD (PREVIOUS, TEXTURE): %s",
error->message);
}
cogl_set_source (material);
cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
tex_coords, 8);
cogl_handle_unref (material);
cogl_handle_unref (tex0);
cogl_handle_unref (tex1);
/* See what we got... */
assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
0x55, 0x55, 0x55, 0x55);
/* Comment this out if you want visual feedback for what this test paints */
#if 1
clutter_main_quit ();
#endif
}
static CoglBool
queue_redraw (void *stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_multitexture (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
unsigned int idle_source;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
group = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
/* We force continuous redrawing incase someone comments out the
* clutter_main_quit and wants visual feedback for the test since we
* wont be doing anything else that will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, stage);
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
clutter_actor_show_all (stage);
clutter_main ();
g_source_remove (idle_source);
if (cogl_test_verbose ())
g_print ("OK\n");
}