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mutter-performance-source/cogl/tests/conform/test-point-sprite.c

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#include <cogl/cogl.h>
#include "test-declarations.h"
#include "test-utils.h"
#define POINT_SIZE 8
static const CoglVertexP2T2
point =
{
POINT_SIZE, POINT_SIZE,
0.0f, 0.0f
};
static const uint8_t
tex_data[3 * 2 * 2] =
{
0x00, 0x00, 0xff, 0x00, 0xff, 0x00,
0x00, 0xff, 0xff, 0xff, 0x00, 0x00
};
static void
do_test (gboolean check_orientation,
gboolean use_glsl)
{
int fb_width = cogl_framebuffer_get_width (test_fb);
int fb_height = cogl_framebuffer_get_height (test_fb);
CoglPrimitive *prim;
GError *error = NULL;
CoglTexture2D *tex_2d;
CoglPipeline *pipeline, *solid_pipeline;
int tex_height;
cogl_framebuffer_orthographic (test_fb,
0, 0, /* x_1, y_1 */
fb_width, /* x_2 */
fb_height /* y_2 */,
-1, 100 /* near/far */);
cogl_framebuffer_clear4f (test_fb,
COGL_BUFFER_BIT_COLOR,
1.0f, 1.0f, 1.0f, 1.0f);
/* If we're not checking the orientation of the point sprite then
* we'll set the height of the texture to 1 so that the vertical
* orientation does not matter */
if (check_orientation)
tex_height = 2;
else
tex_height = 1;
tex_2d = cogl_texture_2d_new_from_data (test_ctx,
2, tex_height, /* width/height */
COGL_PIXEL_FORMAT_RGB_888,
6, /* row stride */
tex_data,
&error);
g_assert (tex_2d != NULL);
g_assert (error == NULL);
pipeline = cogl_pipeline_new (test_ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d);
cogl_pipeline_set_layer_filters (pipeline,
0, /* layer_index */
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
cogl_pipeline_set_point_size (pipeline, POINT_SIZE);
/* If we're using GLSL then we don't need to enable point sprite
* coords and we can just directly reference cogl_point_coord in the
* snippet */
if (use_glsl)
{
CoglSnippet *snippet =
cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
NULL, /* declarations */
NULL /* post */);
static const char source[] =
" cogl_texel = texture2D (cogl_sampler, cogl_point_coord);\n";
cogl_snippet_set_replace (snippet, source);
/* Keep a reference to the original pipeline because there is no
* way to remove a snippet in order to recreate the solid
* pipeline */
solid_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
cogl_object_unref (snippet);
}
else
{
gboolean res =
cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
/* layer_index */
0,
/* enable */
TRUE,
&error);
g_assert (res == TRUE);
g_assert (error == NULL);
solid_pipeline = cogl_pipeline_copy (pipeline);
res =
cogl_pipeline_set_layer_point_sprite_coords_enabled (solid_pipeline,
/* layer_index */
0,
/* enable */
FALSE,
&error);
g_assert (res == TRUE);
g_assert (error == NULL);
}
prim = cogl_primitive_new_p2t2 (test_ctx,
COGL_VERTICES_MODE_POINTS,
1, /* n_vertices */
&point);
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-09 22:47:29 +00:00
cogl_primitive_draw (prim, test_fb, pipeline);
/* Render the primitive again without point sprites to make sure
disabling it works */
cogl_framebuffer_push_matrix (test_fb);
cogl_framebuffer_translate (test_fb,
POINT_SIZE * 2, /* x */
0.0f, /* y */
0.0f /* z */);
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-09 22:47:29 +00:00
cogl_primitive_draw (prim, test_fb, solid_pipeline);
cogl_framebuffer_pop_matrix (test_fb);
cogl_object_unref (prim);
cogl_object_unref (solid_pipeline);
cogl_object_unref (pipeline);
cogl_object_unref (tex_2d);
test_utils_check_pixel (test_fb,
POINT_SIZE - POINT_SIZE / 4,
POINT_SIZE - POINT_SIZE / 4,
0x0000ffff);
test_utils_check_pixel (test_fb,
POINT_SIZE + POINT_SIZE / 4,
POINT_SIZE - POINT_SIZE / 4,
0x00ff00ff);
test_utils_check_pixel (test_fb,
POINT_SIZE - POINT_SIZE / 4,
POINT_SIZE + POINT_SIZE / 4,
check_orientation ?
0x00ffffff :
0x0000ffff);
test_utils_check_pixel (test_fb,
POINT_SIZE + POINT_SIZE / 4,
POINT_SIZE + POINT_SIZE / 4,
check_orientation ?
0xff0000ff :
0x00ff00ff);
/* When rendering without the point sprites all of the texture
coordinates should be 0,0 so it should get the top-left texel
which is blue */
test_utils_check_region (test_fb,
POINT_SIZE * 3 - POINT_SIZE / 2 + 1,
POINT_SIZE - POINT_SIZE / 2 + 1,
POINT_SIZE - 2, POINT_SIZE - 2,
0x0000ffff);
if (cogl_test_verbose ())
g_print ("OK\n");
}
void
test_point_sprite (void)
{
do_test (FALSE /* don't check orientation */,
FALSE /* don't use GLSL */);
}
void
test_point_sprite_orientation (void)
{
do_test (TRUE /* check orientation */,
FALSE /* don't use GLSL */);
}
void
test_point_sprite_glsl (void)
{
do_test (FALSE /* don't check orientation */,
TRUE /* use GLSL */);
}