mutter/tests/conform/test-cogl-pixel-buffer.c
Robert Bragg 82ba7220af pixel-array: Allow passing of hints to cogl_buffer_map
This allows you to tell Cogl that you are planning to replace all the
buffer's data once it is mapped with cogl_buffer_map. This means if the
buffer is currently being accessed by the GPU then the driver doesn't
have to stall and wait for it to finish before it can access it from the
CPU and can instead potentially allocate a new buffer with undefined
data and map that.
2010-07-06 12:07:28 +01:00

336 lines
8.4 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#define TILE_SIZE 32.0f
enum
{
TILE_MAP,
TILE_SET_DATA,
NB_TILES,
TILE_SET_REGION,
};
typedef struct test_tile
{
ClutterColor color;
gfloat x, y;
CoglHandle buffer;
CoglHandle texture;
} TestTile;
static const ClutterColor
buffer_colors[] =
{
};
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
TestTile *tiles;
} TestState;
static CoglHandle
create_texture_from_buffer (CoglHandle buffer)
{
CoglHandle texture;
texture = cogl_texture_new_from_buffer (buffer,
TILE_SIZE, TILE_SIZE,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_RGBA_8888,
TILE_SIZE * 4,
0);
g_assert (texture != COGL_INVALID_HANDLE);
return texture;
}
static void
create_map_tile (TestTile *tile)
{
CoglHandle buffer;
guchar *map;
guint i;
unsigned int stride = 0;
guint8 *line;
buffer = cogl_pixel_array_new_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&stride);
g_assert (cogl_is_pixel_array (buffer));
g_assert (cogl_is_buffer (buffer));
cogl_buffer_set_update_hint (buffer, COGL_BUFFER_UPDATE_HINT_DYNAMIC);
g_assert_cmpint (cogl_buffer_get_update_hint (buffer),
==,
COGL_BUFFER_UPDATE_HINT_DYNAMIC);
map = cogl_buffer_map (buffer,
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
g_assert (map);
line = g_alloca (TILE_SIZE * 4);
for (i = 0; i < TILE_SIZE * 4; i += 4)
memcpy (line + i, &tile->color, 4);
for (i = 0; i < TILE_SIZE; i++)
memcpy (map + stride * i, line, TILE_SIZE * 4);
cogl_buffer_unmap (buffer);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
#if 0
static void
create_set_region_tile (TestTile *tile)
{
CoglHandle buffer;
ClutterColor bottom_color;
guint rowstride = 0;
guchar *data;
guint i;
buffer = cogl_pixel_array_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&rowstride);
g_assert (cogl_is_pixel_array (buffer));
g_assert (cogl_is_buffer (buffer));
/* while at it, set/get the hint */
cogl_buffer_set_hint (buffer, COGL_BUFFER_HINT_STATIC_TEXTURE);
g_assert (cogl_buffer_get_hint (buffer) == COGL_BUFFER_HINT_STATIC_TEXTURE);
data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
/* create a buffer with the data we want to copy to the buffer */
for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
memcpy (data + i, &tile->color, 4);
cogl_pixel_array_set_region (buffer,
data,
TILE_SIZE, TILE_SIZE,
TILE_SIZE,
0, 0);
bottom_color.red = tile->color.red;
bottom_color.green = tile->color.blue;
bottom_color.blue = tile->color.green;
bottom_color.alpha = tile->color.alpha;
for (i = 0; i < TILE_SIZE / 2; i++)
memcpy (data + i, &bottom_color, 4);
cogl_buffer_set_data (buffer, data, 0, TILE_SIZE * TILE_SIZE * 4 / 2);
g_free (data);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
#endif
static void
create_set_data_tile (TestTile *tile)
{
CoglHandle buffer;
guint rowstride = 0;
gboolean res;
guchar *data;
guint i;
buffer = cogl_pixel_array_new_with_size (TILE_SIZE,
TILE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
&rowstride);
g_assert (cogl_is_pixel_array (buffer));
g_assert (cogl_is_buffer (buffer));
g_assert_cmpint (cogl_buffer_get_size (buffer), ==, rowstride * TILE_SIZE);
/* create a buffer with the data we want to copy to the buffer */
data = g_malloc (TILE_SIZE * TILE_SIZE * 4);
for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4)
memcpy (data + i, &tile->color, 4);
/* FIXME: this doesn't consider the rowstride */
res = cogl_buffer_set_data (buffer, 0, data, TILE_SIZE * TILE_SIZE * 4);
g_assert (res);
g_free (data);
tile->buffer = buffer;
tile->texture = create_texture_from_buffer (tile->buffer);
}
static void
draw_frame (TestState *state)
{
guint i;
/* Paint the textures */
for (i = 0; i < NB_TILES; i++)
{
cogl_set_source_texture (state->tiles[i].texture);
cogl_rectangle (state->tiles[i].x,
state->tiles[i].y,
state->tiles[i].x + TILE_SIZE,
state->tiles[i].y + TILE_SIZE);
}
}
static gboolean
validate_tile (TestState *state,
TestTile *tile)
{
int x, y;
guchar *pixels, *p;
p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
tile->x,
tile->y,
TILE_SIZE,
TILE_SIZE);
/* Check whether the center of each division is the right color */
for (y = 0; y < TILE_SIZE; y++)
for (x = 0; x < TILE_SIZE; x++)
{
if (p[0] != tile->color.red ||
p[1] != tile->color.green ||
p[2] != tile->color.blue ||
p[3] != tile->color.alpha)
{
return FALSE;
}
p += 4;
}
return TRUE;
}
static void
validate_result (TestState *state)
{
guint i;
for (i = 0; i < NB_TILES; i++)
g_assert (validate_tile (state, &state->tiles[i]));
/* comment this if you want to see what's being drawn */
#if 1
clutter_main_quit ();
#endif
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
draw_frame (state);
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
/* Need to increment frame first because clutter_stage_read_pixels
fires a redraw */
frame_num = state->frame++;
if (frame_num == 2)
validate_result (state);
else if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_pixel_array (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
guint paint_handler, i;
static TestTile tiles[NB_TILES] =
{
/* color x y buffer tex */
/* MAP */
{ { 0xff, 0x00, 0x00, 0xff }, 0.0f, 0.0f, NULL, NULL },
#if 0
/* SET_REGION */
{ { 0x7e, 0x7e, 0xff, 0x7e }, 0.0f, TILE_SIZE, NULL, NULL },
#endif
/* SET_DATA */
{ { 0x7e, 0xff, 0x7e, 0xff }, 0.0f, TILE_SIZE, NULL, NULL }
};
state.frame = 0;
state.stage = clutter_stage_get_default ();
create_map_tile (&tiles[TILE_MAP]);
#if 0
create_set_region_tile (&tiles[TILE_SET_REGION]);
#endif
create_set_data_tile (&tiles[TILE_SET_DATA]);
state.tiles = tiles;
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_source_remove (idle_source);
g_signal_handler_disconnect (state.stage, paint_handler);
for (i = 0; i < NB_TILES; i++)
{
cogl_handle_unref (state.tiles[i].buffer);
cogl_handle_unref (state.tiles[i].texture);
}
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}