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Port just-vertex-shader to test both the legacy and the new API

Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
Luca Bruno 2011-10-01 09:07:36 +02:00 committed by Robert Bragg
parent e7cdb1b11b
commit 5784905462
3 changed files with 121 additions and 40 deletions

View file

@ -36,13 +36,13 @@ unported_test_sources = \
test-vertex-buffer-mutability.c \
test-wrap-modes.c \
test-primitive.c \
test-just-vertex-shader.c \
$(NULL)
test_sources = \
test-depth-test.c \
test-color-mask.c \
test-backface-culling.c \
test-just-vertex-shader.c \
$(NULL)
test_conformance_SOURCES = $(common_sources) $(test_sources)

View file

@ -160,7 +160,7 @@ main (int argc, char **argv)
UNPORTED_TEST ("/cogl/vertex-array", test_cogl_primitive);
UNPORTED_TEST ("/cogl/shaders", test_cogl_just_vertex_shader);
ADD_TEST ("/cogl/shaders", test_cogl_just_vertex_shader);
/* left to the end because they aren't currently very orthogonal and tend to
* break subsequent tests! */

View file

@ -1,17 +1,33 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
#include "test-utils.h"
static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff };
typedef struct _TestState
{
int width;
int height;
} TestState;
static void
draw_frame (void)
paint_legacy (TestState *state)
{
CoglHandle material = cogl_material_new ();
CoglColor color;
GError *error = NULL;
CoglHandle shader, program;
CoglMatrix identity;
cogl_ortho (0, state->width, /* left, right */
state->height, 0, /* bottom, top */
-1, 100 /* z near, far */);
cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
cogl_matrix_init_identity (&identity);
cogl_set_modelview_matrix (&identity);
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
@ -70,63 +86,128 @@ draw_frame (void)
}
static void
validate_pixel (int x, int y)
paint (TestState *state)
{
guint8 pixels[4];
CoglPipeline *pipeline = cogl_pipeline_new ();
CoglColor color;
GError *error = NULL;
CoglHandle shader, program;
CoglMatrix identity;
cogl_ortho (0, state->width, /* left, right */
state->height, 0, /* bottom, top */
-1, 100 /* z near, far */);
cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
cogl_matrix_init_identity (&identity);
cogl_set_modelview_matrix (&identity);
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
cogl_pipeline_set_color (pipeline, &color);
/* Override the vertex color in the texture environment with a
constant green color */
cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
cogl_pipeline_set_layer_combine_constant (pipeline, 0, &color);
if (!cogl_pipeline_set_layer_combine (pipeline, 0,
"RGBA=REPLACE(CONSTANT)",
&error))
{
g_warning ("Error setting blend constant: %s", error->message);
g_assert_not_reached ();
}
/* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader,
"void\n"
"main ()\n"
"{\n"
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
"}\n");
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
char *log = cogl_shader_get_info_log (shader);
g_warning ("Shader compilation failed:\n%s", log);
g_free (log);
g_assert_not_reached ();
}
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_program_link (program);
cogl_handle_unref (shader);
/* Draw something without the program */
cogl_set_source (pipeline);
cogl_rectangle (0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_pipeline_set_user_program (pipeline, program);
cogl_handle_unref (program);
cogl_rectangle (50, 0, 100, 50);
cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
cogl_object_unref (pipeline);
}
static void
check_pixel (int x, int y, guint8 r, guint8 g, guint8 b)
{
guint32 pixel;
char *screen_pixel;
char *intended_pixel;
cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
(guint8 *) &pixel);
/* The final color should be green. If it's blue then the layer
state is being ignored. If it's green then the stage is showing
through */
g_assert_cmpint (pixels[0], ==, 0x00);
g_assert_cmpint (pixels[1], ==, 0xff);
g_assert_cmpint (pixels[2], ==, 0x00);
screen_pixel = g_strdup_printf ("#%06x", GUINT32_FROM_BE (pixel) >> 8);
intended_pixel = g_strdup_printf ("#%02x%02x%02x", r, g, b);
g_assert_cmpstr (screen_pixel, ==, intended_pixel);
g_free (screen_pixel);
g_free (intended_pixel);
}
static void
validate_result (void)
{
/* Non-shader version */
validate_pixel (25, 25);
check_pixel (25, 25, 0, 0xff, 0);
/* Shader version */
validate_pixel (75, 25);
}
static void
on_paint (void)
{
draw_frame ();
validate_result ();
/* Comment this out to see what the test paints */
clutter_main_quit ();
check_pixel (75, 25, 0, 0xff, 0);
}
void
test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture,
void *data)
{
ClutterActor *stage;
unsigned int paint_handler;
TestUtilsSharedState *shared_state = data;
TestState state;
stage = clutter_stage_get_default ();
state.width = cogl_framebuffer_get_width (shared_state->fb);
state.height = cogl_framebuffer_get_height (shared_state->fb);
/* If shaders aren't supported then we can't run the test */
if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
{
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
paint_legacy (&state);
validate_result ();
paint_handler = g_signal_connect_after (stage, "paint",
G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_signal_handler_disconnect (stage, paint_handler);
paint (&state);
validate_result ();
if (g_test_verbose ())
g_print ("OK\n");