#include #include #include #include "test-conform-common.h" static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff }; #define TEX_SIZE 64 typedef struct _TestState { unsigned int padding; } TestState; /* Creates a texture where the pixels are evenly divided between selecting just one of the R,G and B components */ static CoglHandle make_texture (void) { guchar *tex_data = g_malloc (TEX_SIZE * TEX_SIZE * 3), *p = tex_data; CoglHandle tex; int x, y; for (y = 0; y < TEX_SIZE; y++) for (x = 0; x < TEX_SIZE; x++) { memset (p, 0, 3); /* Set one of the components to full. The components should be evenly represented so that each gets a third of the texture */ p[(p - tex_data) / (TEX_SIZE * TEX_SIZE * 3 / 3)] = 255; p += 3; } tex = test_utils_texture_new_from_data (TEX_SIZE, TEX_SIZE, TEST_UTILS_TEXTURE_NONE, COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, TEX_SIZE * 3, tex_data); g_free (tex_data); return tex; } static void on_paint (ClutterActor *actor, TestState *state) { CoglHandle tex; CoglHandle material; uint8_t pixels[8]; tex = make_texture (); material = cogl_material_new (); cogl_material_set_layer (material, 0, tex); cogl_handle_unref (tex); /* Render a 1x1 pixel quad without mipmaps */ cogl_set_source (material); cogl_material_set_layer_filters (material, 0, COGL_MATERIAL_FILTER_NEAREST, COGL_MATERIAL_FILTER_NEAREST); cogl_rectangle (0, 0, 1, 1); /* Then with mipmaps */ cogl_material_set_layer_filters (material, 0, COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST, COGL_MATERIAL_FILTER_NEAREST); cogl_rectangle (1, 0, 2, 1); cogl_handle_unref (material); /* Read back the two pixels we rendered */ cogl_read_pixels (0, 0, 2, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels); /* The first pixel should be just one of the colors from the texture. It doesn't matter which one */ g_assert ((pixels[0] == 255 && pixels[1] == 0 && pixels[2] == 0) || (pixels[0] == 0 && pixels[1] == 255 && pixels[2] == 0) || (pixels[0] == 0 && pixels[1] == 0 && pixels[2] == 255)); /* The second pixel should be more or less the average of all of the pixels in the texture. Each component gets a third of the image so each component should be approximately 255/3 */ g_assert (ABS (pixels[4] - 255 / 3) <= 3 && ABS (pixels[5] - 255 / 3) <= 3 && ABS (pixels[6] - 255 / 3) <= 3); /* Comment this out if you want visual feedback for what this test paints */ #if 1 clutter_main_quit (); #endif } static CoglBool queue_redraw (void *stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_texture_mipmaps (TestUtilsGTestFixture *fixture, void *data) { TestState state; ClutterActor *stage; ClutterActor *group; unsigned int idle_source; stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); group = clutter_group_new (); clutter_container_add_actor (CLUTTER_CONTAINER (stage), group); /* 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 = g_idle_add (queue_redraw, stage); g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state); clutter_actor_show_all (stage); clutter_main (); g_source_remove (idle_source); if (cogl_test_verbose ()) g_print ("OK\n"); }