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3881fd3259
This adds experimental 2.0 api replacements for the cogl_rectangle[_*] functions that don't depend on having a current pipeline set on the context via cogl_{set,push}_source() or having a current framebuffer set on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch away from having a statefull context that affects drawing to having framebuffer drawing apis that are explicitly passed a framebuffer and pipeline. To test this change several of the conformance tests were updated to use this api instead of cogl_rectangle and cogl_rectangle_with_texture_coords. Since it's quite laborious going through all of the conformance tests the opportunity was taken to make other clean ups in the conformance tests to replace other uses of 1.x api with experimental 2.0 api so long as that didn't affect what was being tested.
202 lines
5.7 KiB
C
202 lines
5.7 KiB
C
#include <cogl/cogl.h>
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#include "test-utils.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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typedef struct _TestState
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{
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int fb_width;
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int fb_height;
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} TestState;
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static void
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check_quadrant (TestState *state,
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int qx,
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int qy,
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guint32 expected_rgba)
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{
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/* The quadrants are all stuffed into the top right corner of the
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framebuffer */
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int x = state->fb_width * qx / 4 + state->fb_width / 2;
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int y = state->fb_height * qy / 4;
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int width = state->fb_width / 4;
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int height = state->fb_height / 4;
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/* Subtract a two-pixel gap around the edges to allow some rounding
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differences */
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x += 2;
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y += 2;
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width -= 4;
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height -= 4;
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test_utils_check_region (fb, x, y, width, height, expected_rgba);
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}
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static void
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test_paint (TestState *state)
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{
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CoglTexture2D *tex_2d;
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CoglTexture *tex;
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CoglOffscreen *offscreen;
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tex_2d = cogl_texture_2d_new_with_size (ctx,
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state->fb_width,
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state->fb_height,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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NULL);
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tex = COGL_TEXTURE (tex_2d);
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offscreen = cogl_offscreen_new_to_texture (tex);
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/* Set a scale and translate transform on the window framebuffer
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* before switching to the offscreen framebuffer so we can verify it
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* gets restored when we switch back
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*
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* The test is going to draw a grid of 4 colors to a texture which
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* we subsequently draw to the window with a fullscreen rectangle.
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* This transform will flip the texture left to right, scale it to a
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* quarter of the window size and slide it to the top right of the
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* window.
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*/
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cogl_push_matrix ();
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cogl_translate (0.5, 0.5, 0);
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cogl_scale (-0.5, 0.5, 1);
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cogl_push_framebuffer (COGL_FRAMEBUFFER (offscreen));
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/* Cogl should release the last reference when we call cogl_pop_framebuffer()
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*/
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cogl_object_unref (offscreen);
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/* Setup something other than the identity matrix for the modelview so we can
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* verify it gets restored when we call cogl_pop_framebuffer () */
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cogl_scale (2, 2, 1);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-0.5, 0.5, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 0.5, 0.5, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-0.5, 0, 0, -0.5);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 0.5, -0.5);
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cogl_pop_framebuffer ();
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_object_unref (tex_2d);
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cogl_pop_matrix ();
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/* NB: The texture is drawn flipped horizontally and scaled to fit in the
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* top right corner of the window. */
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/* red, top right */
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check_quadrant (state, 1, 0, 0xff0000ff);
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/* green, top left */
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check_quadrant (state, 0, 0, 0x00ff00ff);
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/* blue, bottom right */
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check_quadrant (state, 1, 1, 0x0000ffff);
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/* white, bottom left */
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check_quadrant (state, 0, 1, 0xffffffff);
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}
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static void
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test_flush (TestState *state)
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{
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CoglTexture2D *tex_2d;
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CoglTexture *tex;
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CoglOffscreen *offscreen;
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CoglColor clear_color;
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int i;
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for (i = 0; i < 3; i++)
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{
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/* This tests that rendering to a framebuffer and then reading back
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the contents of the texture will automatically flush the
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journal */
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tex_2d = cogl_texture_2d_new_with_size (ctx,
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16, 16, /* width/height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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NULL);
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tex = COGL_TEXTURE (tex_2d);
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offscreen = cogl_offscreen_new_to_texture (tex);
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cogl_push_framebuffer (COGL_FRAMEBUFFER (offscreen));
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cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 255);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
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cogl_set_source_color4ub (255, 0, 0, 255);
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cogl_rectangle (-1, -1, 1, 1);
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if (i == 0)
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/* First time check using read pixels on the offscreen */
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test_utils_check_region (COGL_FRAMEBUFFER (offscreen),
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1, 1, 15, 15, 0xff0000ff);
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else if (i == 1)
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{
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guint8 data[16 * 4 * 16];
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int x, y;
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/* Second time try reading back the texture contents */
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cogl_texture_get_data (tex,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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16 * 4, /* rowstride */
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data);
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for (y = 1; y < 15; y++)
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for (x = 1; x < 15; x++)
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test_utils_compare_pixel (data + x * 4 + y * 16 * 4,
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0xff0000ff);
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}
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cogl_pop_framebuffer ();
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if (i == 2)
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{
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/* Third time try drawing the texture to the screen */
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, -1, 1, 1);
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test_utils_check_region (fb,
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2, 2, /* x/y */
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state->fb_width - 4,
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state->fb_height - 4,
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0xff0000ff);
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}
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cogl_object_unref (tex_2d);
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cogl_object_unref (offscreen);
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}
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}
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void
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test_offscreen (void)
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{
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TestState state;
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state.fb_width = cogl_framebuffer_get_width (fb);
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state.fb_height = cogl_framebuffer_get_height (fb);
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/* XXX: we have to push/pop a framebuffer since this test currently
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* uses the legacy cogl_rectangle() api. */
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cogl_push_framebuffer (fb);
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test_paint (&state);
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test_flush (&state);
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cogl_pop_framebuffer ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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