1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199
|
#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
#include <cogl/cogl.h>
#include "test-utils.h"
#define RED 0
#define GREEN 1
#define BLUE 2
typedef struct _TestState
{
int fb_width;
int fb_height;
} TestState;
static void
check_quadrant (TestState *state,
int qx,
int qy,
uint32_t expected_rgba)
{
/* The quadrants are all stuffed into the top right corner of the
framebuffer */
int x = state->fb_width * qx / 4 + state->fb_width / 2;
int y = state->fb_height * qy / 4;
int width = state->fb_width / 4;
int height = state->fb_height / 4;
/* Subtract a two-pixel gap around the edges to allow some rounding
differences */
x += 2;
y += 2;
width -= 4;
height -= 4;
test_utils_check_region (test_fb, x, y, width, height, expected_rgba);
}
static void
test_paint (TestState *state)
{
CoglTexture2D *tex_2d;
CoglTexture *tex;
CoglOffscreen *offscreen;
tex_2d = cogl_texture_2d_new_with_size (test_ctx,
state->fb_width,
state->fb_height);
tex = tex_2d;
offscreen = cogl_offscreen_new_with_texture (tex);
/* Set a scale and translate transform on the window framebuffer
* before switching to the offscreen framebuffer so we can verify it
* gets restored when we switch back
*
* The test is going to draw a grid of 4 colors to a texture which
* we subsequently draw to the window with a fullscreen rectangle.
* This transform will flip the texture left to right, scale it to a
* quarter of the window size and slide it to the top right of the
* window.
*/
cogl_push_matrix ();
cogl_translate (0.5, 0.5, 0);
cogl_scale (-0.5, 0.5, 1);
cogl_push_framebuffer (offscreen);
/* Cogl should release the last reference when we call cogl_pop_framebuffer()
*/
cogl_object_unref (offscreen);
/* Setup something other than the identity matrix for the modelview so we can
* verify it gets restored when we call cogl_pop_framebuffer () */
cogl_scale (2, 2, 1);
/* red, top left */
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (-0.5, 0.5, 0, 0);
/* green, top right */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (0, 0.5, 0.5, 0);
/* blue, bottom left */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-0.5, 0, 0, -0.5);
/* white, bottom right */
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (0, 0, 0.5, -0.5);
cogl_pop_framebuffer ();
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
cogl_object_unref (tex_2d);
cogl_pop_matrix ();
/* NB: The texture is drawn flipped horizontally and scaled to fit in the
* top right corner of the window. */
/* red, top right */
check_quadrant (state, 1, 0, 0xff0000ff);
/* green, top left */
check_quadrant (state, 0, 0, 0x00ff00ff);
/* blue, bottom right */
check_quadrant (state, 1, 1, 0x0000ffff);
/* white, bottom left */
check_quadrant (state, 0, 1, 0xffffffff);
}
static void
test_flush (TestState *state)
{
CoglTexture2D *tex_2d;
CoglTexture *tex;
CoglOffscreen *offscreen;
CoglColor clear_color;
int i;
for (i = 0; i < 3; i++)
{
/* This tests that rendering to a framebuffer and then reading back
the contents of the texture will automatically flush the
journal */
tex_2d = cogl_texture_2d_new_with_size (test_ctx,
16, 16); /* width/height */
tex = tex_2d;
offscreen = cogl_offscreen_new_with_texture (tex);
cogl_push_framebuffer (offscreen);
cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 255);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
cogl_set_source_color4ub (255, 0, 0, 255);
cogl_rectangle (-1, -1, 1, 1);
if (i == 0)
/* First time check using read pixels on the offscreen */
test_utils_check_region (offscreen,
1, 1, 15, 15, 0xff0000ff);
else if (i == 1)
{
uint8_t data[16 * 4 * 16];
int x, y;
/* Second time try reading back the texture contents */
cogl_texture_get_data (tex,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
16 * 4, /* rowstride */
data);
for (y = 1; y < 15; y++)
for (x = 1; x < 15; x++)
test_utils_compare_pixel (data + x * 4 + y * 16 * 4,
0xff0000ff);
}
cogl_pop_framebuffer ();
if (i == 2)
{
/* Third time try drawing the texture to the screen */
cogl_set_source_texture (tex);
cogl_rectangle (-1, -1, 1, 1);
test_utils_check_region (test_fb,
2, 2, /* x/y */
state->fb_width - 4,
state->fb_height - 4,
0xff0000ff);
}
cogl_object_unref (tex_2d);
cogl_object_unref (offscreen);
}
}
void
test_offscreen (void)
{
TestState state;
state.fb_width = cogl_framebuffer_get_width (test_fb);
state.fb_height = cogl_framebuffer_get_height (test_fb);
/* XXX: we have to push/pop a framebuffer since this test currently
* uses the legacy cogl_rectangle() api. */
cogl_push_framebuffer (test_fb);
test_paint (&state);
test_flush (&state);
cogl_pop_framebuffer ();
if (cogl_test_verbose ())
g_print ("OK\n");
}
|