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![Neil Roberts](/assets/img/avatar_default.png)
cogl_read_pixels() no longer asserts that the format passed in is RGBA_8888 but instead accepts any format. The appropriate GL enums for the format are passed to glReadPixels so OpenGL should be perform a conversion if neccessary. It currently assumes glReadPixels will always give us premultiplied data. This will usually be correct because the result of the default blending operations for Cogl ends up with premultiplied data in the framebuffer. However it is possible for the framebuffer to be in whatever format depending on what CoglMaterial is used to render to it. Eventually we may want to add a way for an application to inform Cogl that the framebuffer is not premultiplied in case it is being used for some special purpose. If the requested format is not premultiplied then Cogl will convert it. The tests have been changed to read the data as premultiplied so that they won't be affected by the conversion. Picking in Clutter has been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need the alpha component. clutter_stage_read_pixels is left unchanged because the application can't specify a format for that so it seems to make most sense to store unpremultiplied values. http://bugzilla.openedhand.com/show_bug.cgi?id=1959
148 lines
4.1 KiB
C
148 lines
4.1 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
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#define TEX_SIZE 64
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typedef struct _TestState
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{
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guint frame;
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} TestState;
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/* Creates a texture where the pixels are evenly divided between
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selecting just one of the R,G and B components */
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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memset (p, 0, 3);
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/* Set one of the components to full. The components should be
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evenly represented so that each gets a third of the
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texture */
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p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255;
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p += 3;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 3,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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CoglHandle tex;
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CoglHandle material;
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guint8 pixels[8];
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame++ <= 2)
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{
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g_usleep (G_USEC_PER_SEC);
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return;
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}
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tex = make_texture ();
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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/* Render a 1x1 pixel quad without mipmaps */
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cogl_set_source (material);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (0, 0, 1, 1);
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/* Then with mipmaps */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_rectangle (1, 0, 2, 1);
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cogl_handle_unref (material);
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/* Read back the two pixels we rendered */
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cogl_read_pixels (0, 0, 2, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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/* The first pixel should be just one of the colors from the
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texture. It doesn't matter which one */
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g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) ||
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(pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255));
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/* The second pixel should be more or less the average of all of the
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pixels in the texture. Each component gets a third of the image
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so each component should be approximately 255/3 */
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g_assert (ABS (pixels[4] - 255 / 3) <= 3 &&
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ABS (pixels[5] - 255 / 3) <= 3 &&
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ABS (pixels[6] - 255 / 3) <= 3);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_texture_mipmaps (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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