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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define BLOCK_SIZE 16
/* Number of pixels at the border of a block to skip when verifying */
#define TEST_INSET 1
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef enum
{
/* The first frame is drawn using clutter_cairo_texture_create. The
second frame is an update of the first frame using
clutter_cairo_texture_create_region. The states are stored like
this because the cairo drawing is done on idle and the validation
is done during paint and we need to synchronize the two */
TEST_BEFORE_DRAW_FIRST_FRAME,
TEST_BEFORE_VALIDATE_FIRST_FRAME,
TEST_BEFORE_DRAW_SECOND_FRAME,
TEST_BEFORE_VALIDATE_SECOND_FRAME,
TEST_DONE
} TestProgress;
typedef struct _TestState
{
ClutterActor *stage;
ClutterActor *ct;
guint frame;
TestProgress progress;
} TestState;
static void
validate_part (int block_x, int block_y, const ClutterColor *color)
{
guint8 data[BLOCK_SIZE * BLOCK_SIZE * 4];
int x, y;
cogl_read_pixels (block_x * BLOCK_SIZE,
block_y * BLOCK_SIZE,
BLOCK_SIZE, BLOCK_SIZE,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (x = 0; x < BLOCK_SIZE - TEST_INSET * 2; x++)
for (y = 0; y < BLOCK_SIZE - TEST_INSET * 2; y++)
{
const guint8 *p = data + ((x + TEST_INSET) * 4 +
(y + TEST_INSET) * BLOCK_SIZE * 4);
g_assert_cmpint (p[0], ==, color->red);
g_assert_cmpint (p[1], ==, color->green);
g_assert_cmpint (p[2], ==, color->blue);
}
}
static void
paint_cb (ClutterActor *actor, TestState *state)
{
static const ClutterColor red = { 0xff, 0x00, 0x00, 0xff };
static const ClutterColor green = { 0x00, 0xff, 0x00, 0xff };
static const ClutterColor blue = { 0x00, 0x00, 0xff, 0xff };
if (state->frame++ < 2)
return;
switch (state->progress)
{
case TEST_BEFORE_DRAW_FIRST_FRAME:
case TEST_BEFORE_DRAW_SECOND_FRAME:
case TEST_DONE:
/* Handled by the idle callback */
break;
case TEST_BEFORE_VALIDATE_FIRST_FRAME:
/* In the first frame there is a red rectangle next to a green
rectangle */
validate_part (0, 0, &red);
validate_part (1, 0, &green);
state->progress = TEST_BEFORE_DRAW_SECOND_FRAME;
break;
case TEST_BEFORE_VALIDATE_SECOND_FRAME:
/* The second frame is the same except the green rectangle is
replaced with a blue one */
validate_part (0, 0, &red);
validate_part (1, 0, &blue);
state->progress = TEST_DONE;
break;
}
}
static gboolean
idle_cb (gpointer data)
{
TestState *state = data;
cairo_t *cr;
if (state->frame < 2)
clutter_actor_queue_redraw (CLUTTER_ACTOR (state->stage));
else
switch (state->progress)
{
case TEST_BEFORE_DRAW_FIRST_FRAME:
/* Draw two different colour rectangles */
cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (state->ct));
cairo_save (cr);
cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE);
cairo_save (cr);
cairo_rectangle (cr, 0, 0, BLOCK_SIZE, BLOCK_SIZE);
cairo_clip (cr);
cairo_set_source_rgb (cr, 1.0, 0.0, 0.0);
cairo_paint (cr);
cairo_restore (cr);
cairo_rectangle (cr, BLOCK_SIZE, 0, BLOCK_SIZE, BLOCK_SIZE);
cairo_clip (cr);
cairo_set_source_rgb (cr, 0.0, 1.0, 0.0);
cairo_paint (cr);
cairo_restore (cr);
cairo_destroy (cr);
state->progress = TEST_BEFORE_VALIDATE_FIRST_FRAME;
break;
case TEST_BEFORE_DRAW_SECOND_FRAME:
/* Replace the second rectangle with a blue one */
cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (state->ct));
cairo_rectangle (cr, BLOCK_SIZE, 0, BLOCK_SIZE, BLOCK_SIZE);
cairo_set_source_rgb (cr, 0.0, 0.0, 1.0);
cairo_fill (cr);
cairo_destroy (cr);
state->progress = TEST_BEFORE_VALIDATE_SECOND_FRAME;
break;
case TEST_BEFORE_VALIDATE_FIRST_FRAME:
case TEST_BEFORE_VALIDATE_SECOND_FRAME:
/* Handled by the paint callback */
break;
case TEST_DONE:
clutter_main_quit ();
break;
}
return G_SOURCE_CONTINUE;
}
void
texture_cairo (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.frame = 0;
state.stage = clutter_stage_new ();
state.progress = TEST_BEFORE_DRAW_FIRST_FRAME;
state.ct = clutter_cairo_texture_new (BLOCK_SIZE * 2, BLOCK_SIZE);
clutter_container_add_actor (CLUTTER_CONTAINER (state.stage), state.ct);
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 = clutter_threads_add_idle (idle_cb, &state);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (paint_cb), &state);
clutter_actor_show (state.stage);
clutter_main ();
g_signal_handler_disconnect (state.stage, paint_handler);
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
clutter_actor_destroy (state.stage);
}
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