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a70ebe4f52
This adds a test which renders a texture into a 1x1 pixel quad with and without filters that use mipmaps. The pixel without mipmaps will be one of the colors from the texture and the one with will be the average of all the pixels in the texture.
148 lines
4.1 KiB
C
148 lines
4.1 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 = { 0x00, 0x00, 0x00, 0xff };
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#define TEX_SIZE 64
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typedef struct _TestState
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{
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guint frame;
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} TestState;
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/* Creates a texture where the pixels are evenly divided between
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selecting just one of the R,G and B components */
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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memset (p, 0, 3);
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/* Set one of the components to full. The components should be
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evenly represented so that each gets a third of the
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texture */
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p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
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p += 3;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 3,
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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 tex;
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CoglHandle material;
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guint8 pixels[8];
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame++ <= 2)
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{
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g_usleep (G_USEC_PER_SEC);
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return;
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}
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tex = make_texture ();
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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/* Render a 1x1 pixel quad without mipmaps */
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cogl_set_source (material);
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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_rectangle (0, 0, 1, 1);
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/* Then with mipmaps */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (1, 0, 2, 1);
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cogl_material_unref (material);
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/* Read back the two pixels we rendered */
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cogl_read_pixels (0, 0, 2, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixels);
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/* The first pixel should be just one of the colors from the
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texture. It doesn't matter which one */
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g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
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/* The second pixel should be more or less the average of all of the
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pixels in the texture. Each component gets a third of the image
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so each component should be approximately 255/3 */
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g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
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ABS (pixels[5] - 255 / 3) <= 3 &&
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ABS (pixels[6] - 255 / 3) <= 3);
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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_texture_mipmaps (TestConformSimpleFixture *fixture,
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gconstpointer 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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guint idle_source;
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state.frame = 0;
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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 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, 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 (g_test_verbose ())
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g_print ("OK\n");
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}
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