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This adds an extra test to test-gles2-context which renders to an FBO and then checks that the orientation is correct once the texture is rendered via Cogl. This should test the code path to flip the GLES2 rendering in Cogl. The rendering is done in three different ways to test the various state that needs flipping: • Just renders two triangle strips, one at the top and one at the bottom. • Renders two full screen triangle strips, but each with a different viewport to clip it to the top or the bottom. • Clears the screen with two different colors and a scissor to either the top or the bottom. • Renders both quads twice with two different colors and two different front face states. Additionally the rendering is verified by calling glReadPixels to check that the returned pixels are flipped correctly. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 5b097f9bc4a3eb316c6bf0d9fe8db00ff93bfe73) |
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conform | ||
data | ||
micro-perf | ||
Makefile.am | ||
README |
Outline of test categories: The conform/ tests: ------------------- These tests should be non-interactive unit-tests that verify a single feature is behaving as documented. See conform/ADDING_NEW_TESTS for more details. Although it may seem a bit awkward; all the tests are built into a single binary because it makes building the tests *much* faster by avoiding lots of linking. Each test has a wrapper script generated though so running the individual tests should be convenient enough. Running the wrapper script will also print out for convenience how you could run the test under gdb or valgrind like this for example: NOTE: For debugging purposes, you can run this single test as follows: $ libtool --mode=execute \ gdb --eval-command="b test_cogl_depth_test" \ --args ./test-conformance -p /conform/cogl/test_cogl_depth_test or: $ env G_SLICE=always-malloc \ libtool --mode=execute \ valgrind ./test-conformance -p /conform/cogl/test_cogl_depth_test By default the conformance tests are run offscreen. 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 onscreen every once in a while, especially if changes are being made to CoglFramebuffer related code. Onscreen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment. The micro-bench/ tests: ----------------------- These should be focused performance tests, ideally testing a single metric. Please never forget that these tests are synthetic and if you are using them then you understand what metric is being tested. They probably don't reflect any real world application loads and the intention is that you use these tests once you have already determined the crux of your problem and need focused feedback that your changes are indeed improving matters. There is no exit status requirements for these tests, but they should give clear feedback as to their performance. If the framerate is the feedback metric, then the test should forcibly enable FPS debugging. The data/ directory: -------------------- This contains optional data (like images) that can be referenced by a test. Misc notes: ----------- • All tests should ideally include a detailed description in the source explaining exactly what the test is for, how the test was designed to work, and possibly a rationale for the approach taken for testing. • When running tests under Valgrind, you should follow the instructions available here: http://live.gnome.org/Valgrind and also use the suppression file available inside the data/ directory.