mutter/clutter/tests/conform/actor-shader-effect.c
Carlos Garnacho 5e4cb54bb5 tests: Don't check pixels outside actor allocation
The actor-shader-effect test actors are 50px wide, but we check the 51st
pixel. This went along undetected until "clutter: Avoid rounding
compensation when invalidating 2D actors" because the paint volumes were
made slightly bigger and the shaders paint all over them (I guess nobody
noticed those actors being actually ~52px wide).

Update the test to check the middle of the opposite edge, so we keep neatly
rounded numbers.


(cherry picked from commit 1d73533f78)
2019-01-24 17:15:32 +00:00

285 lines
7.4 KiB
C

#define CLUTTER_ENABLE_EXPERIMENTAL_API
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include <clutter/clutter.h>
/****************************************************************
Old style shader effect
This uses clutter_shader_effect_set_source
****************************************************************/
static const gchar
old_shader_effect_source[] =
"uniform vec3 override_color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = vec4 (override_color, 1.0);\n"
"}";
typedef struct _FooOldShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooOldShaderEffectClass;
typedef struct _FooOldShaderEffect
{
ClutterShaderEffect parent;
} FooOldShaderEffect;
GType foo_old_shader_effect_get_type (void);
G_DEFINE_TYPE (FooOldShaderEffect,
foo_old_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static void
foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect)
{
clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
old_shader_effect_source);
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"override_color",
G_TYPE_FLOAT, 3,
1.0f, 0.0f, 0.0f);
CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_old_shader_effect_parent_class)->
paint_target (effect);
}
static void
foo_old_shader_effect_class_init (FooOldShaderEffectClass *klass)
{
ClutterOffscreenEffectClass *offscreen_effect_class =
CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_effect_class->paint_target = foo_old_shader_effect_paint_target;
}
static void
foo_old_shader_effect_init (FooOldShaderEffect *self)
{
}
/****************************************************************
New style shader effect
This overrides get_static_shader_source()
****************************************************************/
static const gchar
new_shader_effect_source[] =
"uniform vec3 override_color;\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = (vec4 (override_color, 1.0) +\n"
" vec4 (0.0, 0.0, 1.0, 0.0));\n"
"}";
typedef struct _FooNewShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooNewShaderEffectClass;
typedef struct _FooNewShaderEffect
{
ClutterShaderEffect parent;
} FooNewShaderEffect;
GType foo_new_shader_effect_get_type (void);
G_DEFINE_TYPE (FooNewShaderEffect,
foo_new_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static gchar *
foo_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
{
static gboolean already_called = FALSE;
/* This should only be called once even though we have two actors
using this effect */
g_assert (!already_called);
already_called = TRUE;
return g_strdup (new_shader_effect_source);
}
static void
foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect)
{
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"override_color",
G_TYPE_FLOAT, 3,
0.0f, 1.0f, 0.0f);
CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_new_shader_effect_parent_class)->
paint_target (effect);
}
static void
foo_new_shader_effect_class_init (FooNewShaderEffectClass *klass)
{
ClutterOffscreenEffectClass *offscreen_effect_class =
CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
ClutterShaderEffectClass *shader_effect_class =
CLUTTER_SHADER_EFFECT_CLASS (klass);
offscreen_effect_class->paint_target = foo_new_shader_effect_paint_target;
shader_effect_class->get_static_shader_source =
foo_new_shader_effect_get_static_source;
}
static void
foo_new_shader_effect_init (FooNewShaderEffect *self)
{
}
/****************************************************************
Another new style shader effect
This is the same but with a different shader. This is just
sanity check that each class gets its own copy of the private
data
****************************************************************/
static const gchar
another_new_shader_effect_source[] =
"\n"
"void\n"
"main ()\n"
"{\n"
" cogl_color_out = vec4 (1.0, 0.0, 1.0, 1.0);\n"
"}";
typedef struct _FooAnotherNewShaderEffectClass
{
ClutterShaderEffectClass parent_class;
} FooAnotherNewShaderEffectClass;
typedef struct _FooAnotherNewShaderEffect
{
ClutterShaderEffect parent;
} FooAnotherNewShaderEffect;
GType foo_another_new_shader_effect_get_type (void);
G_DEFINE_TYPE (FooAnotherNewShaderEffect,
foo_another_new_shader_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static gchar *
foo_another_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
{
return g_strdup (another_new_shader_effect_source);
}
static void
foo_another_new_shader_effect_class_init (FooAnotherNewShaderEffectClass *klass)
{
ClutterShaderEffectClass *shader_effect_class =
CLUTTER_SHADER_EFFECT_CLASS (klass);
shader_effect_class->get_static_shader_source =
foo_another_new_shader_effect_get_static_source;
}
static void
foo_another_new_shader_effect_init (FooAnotherNewShaderEffect *self)
{
}
/****************************************************************/
static ClutterActor *
make_actor (GType shader_type)
{
ClutterActor *rect;
const ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
rect = clutter_rectangle_new ();
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &white);
clutter_actor_set_size (rect, 50, 50);
clutter_actor_add_effect (rect, g_object_new (shader_type, NULL));
return rect;
}
static guint32
get_pixel (int x, int y)
{
guint8 data[4];
cogl_read_pixels (x, y, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
return (((guint32) data[0] << 16) |
((guint32) data[1] << 8) |
data[2]);
}
static void
paint_cb (ClutterStage *stage,
gpointer data)
{
gboolean *was_painted = data;
/* old shader effect */
g_assert_cmpint (get_pixel (0, 25), ==, 0xff0000);
/* new shader effect */
g_assert_cmpint (get_pixel (100, 25), ==, 0x00ffff);
/* another new shader effect */
g_assert_cmpint (get_pixel (200, 25), ==, 0xff00ff);
/* new shader effect */
g_assert_cmpint (get_pixel (300, 25), ==, 0x00ffff);
*was_painted = TRUE;
}
static void
actor_shader_effect (void)
{
ClutterActor *stage;
ClutterActor *rect;
gboolean was_painted;
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
return;
stage = clutter_stage_new ();
rect = make_actor (foo_old_shader_effect_get_type ());
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_another_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 200);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
rect = make_actor (foo_new_shader_effect_get_type ());
clutter_actor_set_x (rect, 300);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
clutter_actor_show (stage);
was_painted = FALSE;
g_signal_connect (stage, "after-paint",
G_CALLBACK (paint_cb),
&was_painted);
while (!was_painted)
g_main_context_iteration (NULL, FALSE);
}
CLUTTER_TEST_SUITE (
CLUTTER_TEST_UNIT ("/actor/shader-effect", actor_shader_effect)
)