mutter/tests/conform/test-primitive.c
Robert Bragg b5a7657076 Starts porting Cogl conformance tests from Clutter
This makes a start on porting the Cogl conformance tests that currently
still live in the Clutter repository to be standalone Cogl tests that no
longer require a ClutterStage.

The main thing is that this commit brings in is the basic testing
infrastructure we need, so now we can port more and more tests
incrementally.

Since the test suite wants a way to synchronize X requests/replies and
we can't simply call XSynchronize in the test-utils code before we know
if we are really running on X this adds a check for an environment
variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set
it forces XSynchronize (dpy, TRUE) to be called.

By default the conformance tests are run off screen. 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 on screen every once in a while, especially if changes are
being made to CoglFramebuffer related code.  On screen testing can be
enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
2011-09-08 15:48:07 +01:00

231 lines
6.3 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x00, 0xff, 0x00, 0xff };
static const ClutterColor prim_color = { 0xff, 0x00, 0xff, 0xff };
static const ClutterColor tex_color = { 0x00, 0x00, 0xff, 0xff };
typedef CoglPrimitive * (* TestPrimFunc) (ClutterColor *expected_color);
static CoglPrimitive *
test_prim_p2 (ClutterColor *expected_color)
{
static const CoglVertexP2 verts[] =
{ { 0, 0 }, { 0, 10 }, { 10, 0 } };
return cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3 (ClutterColor *expected_color)
{
static const CoglVertexP3 verts[] =
{ { 0, 0, 0 }, { 0, 10, 0 }, { 10, 0, 0 } };
return cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2c4 (ClutterColor *expected_color)
{
static const CoglVertexP2C4 verts[] =
{ { 0, 0, 255, 255, 0, 255 },
{ 0, 10, 255, 255, 0, 255 },
{ 10, 0, 255, 255, 0, 255 } };
expected_color->red = 255;
expected_color->green = 255;
expected_color->blue = 0;
return cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3c4 (ClutterColor *expected_color)
{
static const CoglVertexP3C4 verts[] =
{ { 0, 0, 0, 255, 255, 0, 255 },
{ 0, 10, 0, 255, 255, 0, 255 },
{ 10, 0, 0, 255, 255, 0, 255 } };
expected_color->red = 255;
expected_color->green = 255;
expected_color->blue = 0;
return cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2t2 (ClutterColor *expected_color)
{
static const CoglVertexP2T2 verts[] =
{ { 0, 0, 1, 0 },
{ 0, 10, 1, 0 },
{ 10, 0, 1, 0 } };
*expected_color = tex_color;
return cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3t2 (ClutterColor *expected_color)
{
static const CoglVertexP3T2 verts[] =
{ { 0, 0, 0, 1, 0 },
{ 0, 10, 0, 1, 0 },
{ 10, 0, 0, 1, 0 } };
*expected_color = tex_color;
return cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p2t2c4 (ClutterColor *expected_color)
{
static const CoglVertexP2T2C4 verts[] =
{ { 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 0, 10, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
*expected_color = tex_color;
expected_color->blue = 0xf0;
return cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static CoglPrimitive *
test_prim_p3t2c4 (ClutterColor *expected_color)
{
static const CoglVertexP3T2C4 verts[] =
{ { 0, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 0, 10, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff },
{ 10, 0, 0, 1, 0, 0xff, 0xff, 0xf0, 0xff } };
*expected_color = tex_color;
expected_color->blue = 0xf0;
return cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLES,
3, /* n_vertices */
verts);
}
static const TestPrimFunc
test_prim_funcs[] =
{
test_prim_p2,
test_prim_p3,
test_prim_p2c4,
test_prim_p3c4,
test_prim_p2t2,
test_prim_p3t2,
test_prim_p2t2c4,
test_prim_p3t2c4
};
static void
paint_cb (void)
{
CoglPipeline *pipeline;
CoglHandle tex;
guint8 tex_data[6];
int i;
/* Create a two pixel texture. The first pixel is white and the
second pixel is tex_color. The assumption is that if no texture
coordinates are specified then it will default to 0,0 and get
white */
tex_data[0] = 255;
tex_data[1] = 255;
tex_data[2] = 255;
tex_data[3] = tex_color.red;
tex_data[4] = tex_color.green;
tex_data[5] = tex_color.blue;
tex = cogl_texture_new_from_data (2, 1, /* size */
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
6, /* rowstride */
tex_data);
pipeline = cogl_pipeline_new ();
cogl_pipeline_set_color4ub (pipeline,
prim_color.red,
prim_color.green,
prim_color.blue,
prim_color.alpha);
cogl_pipeline_set_layer_texture (pipeline, 0, tex);
cogl_handle_unref (tex);
cogl_set_source (pipeline);
cogl_object_unref (pipeline);
for (i = 0; i < G_N_ELEMENTS (test_prim_funcs); i++)
{
CoglPrimitive *prim;
ClutterColor expected_color = prim_color;
guint8 pixel[4];
prim = test_prim_funcs[i] (&expected_color);
cogl_push_matrix ();
cogl_translate (i * 10, 0, 0);
cogl_primitive_draw (prim);
cogl_pop_matrix ();
cogl_read_pixels (i * 10 + 2, 2, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
g_assert_cmpint (pixel[0], ==, expected_color.red);
g_assert_cmpint (pixel[1], ==, expected_color.green);
g_assert_cmpint (pixel[2], ==, expected_color.blue);
cogl_object_unref (prim);
}
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
void
test_cogl_primitive (TestUtilsGTestFixture *fixture,
void *data)
{
ClutterActor *stage;
unsigned int paint_handler;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (paint_cb), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
if (g_test_verbose ())
g_print ("OK\n");
}