#include #include #include "test-conform-common.h" #define SOURCE_SIZE 32 #define SOURCE_DIVISIONS_X 2 #define SOURCE_DIVISIONS_Y 2 #define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X) #define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y) static const ClutterColor corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] = { { 0xff, 0x00, 0x00, 0xff }, /* red top left */ { 0x00, 0xff, 0x00, 0xff }, /* green top right */ { 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */ { 0xff, 0x00, 0xff, 0xff } /* purple bottom right */ }; static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff }; typedef struct _TestState { ClutterActor *stage; guint frame; gboolean was_painted; } TestState; static ClutterActor * create_source (void) { int x, y; ClutterActor *group = clutter_group_new (); /* Create a group with a different coloured rectangle at each corner */ for (y = 0; y < SOURCE_DIVISIONS_Y; y++) for (x = 0; x < SOURCE_DIVISIONS_X; x++) { ClutterActor *rect = clutter_rectangle_new (); clutter_actor_set_size (rect, DIVISION_WIDTH, DIVISION_HEIGHT); clutter_actor_set_position (rect, DIVISION_WIDTH * x, DIVISION_HEIGHT * y); clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), corner_colors + (y * SOURCE_DIVISIONS_X + x)); clutter_container_add (CLUTTER_CONTAINER (group), rect, NULL); } return group; } static void pre_paint_clip_cb (void) { /* Generate a clip path that clips out the top left division */ cogl_path_move_to (DIVISION_WIDTH, 0); cogl_path_line_to (SOURCE_SIZE, 0); cogl_path_line_to (SOURCE_SIZE, SOURCE_SIZE); cogl_path_line_to (0, SOURCE_SIZE); cogl_path_line_to (0, DIVISION_HEIGHT); cogl_path_line_to (DIVISION_WIDTH, DIVISION_HEIGHT); cogl_path_close (); cogl_clip_push_from_path (); } static void post_paint_clip_cb (void) { cogl_clip_pop (); } static gboolean validate_part (TestState *state, int xpos, int ypos, int clip_flags) { int x, y; gboolean pass = TRUE; /* Check whether the center of each division is the right color */ for (y = 0; y < SOURCE_DIVISIONS_Y; y++) for (x = 0; x < SOURCE_DIVISIONS_X; x++) { guchar *pixels; const ClutterColor *correct_color; /* Read the center pixels of this division */ pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage), x * DIVISION_WIDTH + DIVISION_WIDTH / 2 + xpos, y * DIVISION_HEIGHT + DIVISION_HEIGHT / 2 + ypos, 1, 1); /* If this division is clipped then it should be the stage color */ if ((clip_flags & (1 << ((y * SOURCE_DIVISIONS_X) + x)))) correct_color = &stage_color; else /* Otherwise it should be the color for this division */ correct_color = corner_colors + (y * SOURCE_DIVISIONS_X) + x; g_assert (pixels != NULL); g_assert_cmpint (pixels[0], ==, correct_color->red); g_assert_cmpint (pixels[1], ==, correct_color->green); g_assert_cmpint (pixels[2], ==, correct_color->blue); g_free (pixels); } } static void validate_result (TestState *state) { int ypos = 0; if (g_test_verbose ()) g_print ("Testing onscreen clone...\n"); validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0); ypos++; #if 0 /* this doesn't work */ if (g_test_verbose ()) g_print ("Testing offscreen clone...\n"); validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0); #endif ypos++; if (g_test_verbose ()) g_print ("Testing onscreen clone with rectangular clip...\n"); validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, ~1); ypos++; if (g_test_verbose ()) g_print ("Testing onscreen clone with path clip...\n"); validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 1); ypos++; } static gboolean on_paint (gpointer data) { TestState *state = data; int frame_num; /* XXX: validate_result calls clutter_stage_read_pixels which will result in * another paint run so to avoid infinite recursion we only aim to validate * the first frame. */ frame_num = state->frame++; if (frame_num == 1) validate_result (state); state->was_painted = TRUE; return G_SOURCE_REMOVE; } void texture_fbo (TestConformSimpleFixture *fixture, gconstpointer data) { TestState state; ClutterActor *actor; int ypos = 0; if (!cogl_features_available (COGL_FEATURE_OFFSCREEN)) { if (g_test_verbose ()) g_print ("Offscreen buffers are not available, skipping.\n"); return; } state.frame = 0; state.stage = clutter_stage_new (); clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color); /* Onscreen source with clone next to it */ actor = create_source (); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE); actor = clutter_texture_new_from_actor (actor); clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); ypos++; /* Offscreen source with clone */ #if 0 /* this doesn't work */ actor = create_source (); actor = clutter_texture_new_from_actor (actor); clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); #endif ypos++; /* Source clipped to the top left division */ actor = create_source (); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE); clutter_actor_set_clip (actor, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT); actor = clutter_texture_new_from_actor (actor); clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); ypos++; /* Source clipped to everything but top left division using a path */ actor = create_source (); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE); g_signal_connect (actor, "paint", G_CALLBACK (pre_paint_clip_cb), NULL); g_signal_connect_after (actor, "paint", G_CALLBACK (post_paint_clip_cb), NULL); actor = clutter_texture_new_from_actor (actor); clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE); clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL); ypos++; clutter_actor_show (state.stage); clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT, on_paint, &state, NULL); while (!state.was_painted) g_main_context_iteration (NULL, FALSE); clutter_actor_destroy (state.stage); }