#include #include #include #include "test-conform-common.h" #define TILE_SIZE 32.0f enum { TILE_MAP, TILE_SET_DATA, NB_TILES, TILE_SET_REGION, }; typedef struct test_tile { ClutterColor color; gfloat x, y; CoglHandle buffer; CoglHandle texture; } TestTile; static const ClutterColor buffer_colors[] = { }; static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff }; typedef struct _TestState { ClutterActor *stage; unsigned int frame; TestTile *tiles; } TestState; static CoglHandle create_texture_from_buffer (CoglHandle buffer) { CoglHandle texture; texture = cogl_texture_new_from_buffer (buffer, TILE_SIZE, TILE_SIZE, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888, COGL_PIXEL_FORMAT_RGBA_8888, TILE_SIZE * 4, 0); g_assert (texture != COGL_INVALID_HANDLE); return texture; } static void create_map_tile (TestTile *tile) { CoglHandle buffer; guchar *map; unsigned int i; unsigned int stride = 0; guint8 *line; buffer = cogl_pixel_array_new_with_size (TILE_SIZE, TILE_SIZE, COGL_PIXEL_FORMAT_RGBA_8888, &stride); g_assert (cogl_is_pixel_array (buffer)); g_assert (cogl_is_buffer (buffer)); cogl_buffer_set_update_hint (buffer, COGL_BUFFER_UPDATE_HINT_DYNAMIC); g_assert_cmpint (cogl_buffer_get_update_hint (buffer), ==, COGL_BUFFER_UPDATE_HINT_DYNAMIC); map = cogl_buffer_map (buffer, COGL_BUFFER_ACCESS_WRITE, COGL_BUFFER_MAP_HINT_DISCARD); g_assert (map); line = g_alloca (TILE_SIZE * 4); for (i = 0; i < TILE_SIZE * 4; i += 4) memcpy (line + i, &tile->color, 4); for (i = 0; i < TILE_SIZE; i++) memcpy (map + stride * i, line, TILE_SIZE * 4); cogl_buffer_unmap (buffer); tile->buffer = buffer; tile->texture = create_texture_from_buffer (tile->buffer); } #if 0 static void create_set_region_tile (TestTile *tile) { CoglHandle buffer; ClutterColor bottom_color; unsigned int rowstride = 0; guchar *data; unsigned int i; buffer = cogl_pixel_array_with_size (TILE_SIZE, TILE_SIZE, COGL_PIXEL_FORMAT_RGBA_8888, &rowstride); g_assert (cogl_is_pixel_array (buffer)); g_assert (cogl_is_buffer (buffer)); /* while at it, set/get the hint */ cogl_buffer_set_hint (buffer, COGL_BUFFER_HINT_STATIC_TEXTURE); g_assert (cogl_buffer_get_hint (buffer) == COGL_BUFFER_HINT_STATIC_TEXTURE); data = g_malloc (TILE_SIZE * TILE_SIZE * 4); /* create a buffer with the data we want to copy to the buffer */ for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4) memcpy (data + i, &tile->color, 4); cogl_pixel_array_set_region (buffer, data, TILE_SIZE, TILE_SIZE, TILE_SIZE, 0, 0); bottom_color.red = tile->color.red; bottom_color.green = tile->color.blue; bottom_color.blue = tile->color.green; bottom_color.alpha = tile->color.alpha; for (i = 0; i < TILE_SIZE / 2; i++) memcpy (data + i, &bottom_color, 4); cogl_buffer_set_data (buffer, data, 0, TILE_SIZE * TILE_SIZE * 4 / 2); g_free (data); tile->buffer = buffer; tile->texture = create_texture_from_buffer (tile->buffer); } #endif static void create_set_data_tile (TestTile *tile) { CoglHandle buffer; unsigned int rowstride = 0; gboolean res; guchar *data; unsigned int i; buffer = cogl_pixel_array_new_with_size (TILE_SIZE, TILE_SIZE, COGL_PIXEL_FORMAT_RGBA_8888, &rowstride); g_assert (cogl_is_pixel_array (buffer)); g_assert (cogl_is_buffer (buffer)); g_assert_cmpint (cogl_buffer_get_size (buffer), ==, rowstride * TILE_SIZE); /* create a buffer with the data we want to copy to the buffer */ data = g_malloc (TILE_SIZE * TILE_SIZE * 4); for (i = 0; i < TILE_SIZE * TILE_SIZE * 4; i += 4) memcpy (data + i, &tile->color, 4); /* FIXME: this doesn't consider the rowstride */ res = cogl_buffer_set_data (buffer, 0, data, TILE_SIZE * TILE_SIZE * 4); g_assert (res); g_free (data); tile->buffer = buffer; tile->texture = create_texture_from_buffer (tile->buffer); } static void draw_frame (TestState *state) { unsigned int i; /* Paint the textures */ for (i = 0; i < NB_TILES; i++) { cogl_set_source_texture (state->tiles[i].texture); cogl_rectangle (state->tiles[i].x, state->tiles[i].y, state->tiles[i].x + TILE_SIZE, state->tiles[i].y + TILE_SIZE); } } static gboolean validate_tile (TestState *state, TestTile *tile) { int x, y; guchar *pixels, *p; p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage), tile->x, tile->y, TILE_SIZE, TILE_SIZE); /* Check whether the center of each division is the right color */ for (y = 0; y < TILE_SIZE; y++) for (x = 0; x < TILE_SIZE; x++) { if (p[0] != tile->color.red || p[1] != tile->color.green || p[2] != tile->color.blue || p[3] != tile->color.alpha) { return FALSE; } p += 4; } return TRUE; } static void validate_result (TestState *state) { unsigned int i; for (i = 0; i < NB_TILES; i++) g_assert (validate_tile (state, &state->tiles[i])); /* comment this if you want to see what's being drawn */ #if 1 clutter_main_quit (); #endif } static void on_paint (ClutterActor *actor, TestState *state) { int frame_num; draw_frame (state); /* 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); } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } void test_cogl_pixel_array (TestUtilsGTestFixture *fixture, void * data) { TestState state; unsigned int idle_source; unsigned int paint_handler, i; static TestTile tiles[NB_TILES] = { /* color x y buffer tex */ /* MAP */ { { 0xff, 0x00, 0x00, 0xff }, 0.0f, 0.0f, NULL, NULL }, #if 0 /* SET_REGION */ { { 0x7e, 0x7e, 0xff, 0x7e }, 0.0f, TILE_SIZE, NULL, NULL }, #endif /* SET_DATA */ { { 0x7e, 0xff, 0x7e, 0xff }, 0.0f, TILE_SIZE, NULL, NULL } }; state.frame = 0; state.stage = clutter_stage_get_default (); create_map_tile (&tiles[TILE_MAP]); #if 0 create_set_region_tile (&tiles[TILE_SET_REGION]); #endif create_set_data_tile (&tiles[TILE_SET_DATA]); state.tiles = tiles; clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color); /* 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, state.stage); paint_handler = g_signal_connect_after (state.stage, "paint", G_CALLBACK (on_paint), &state); clutter_actor_show_all (state.stage); clutter_main (); g_source_remove (idle_source); g_signal_handler_disconnect (state.stage, paint_handler); for (i = 0; i < NB_TILES; i++) { cogl_handle_unref (state.tiles[i].buffer); cogl_handle_unref (state.tiles[i].texture); } /* Remove all of the actors from the stage */ clutter_container_foreach (CLUTTER_CONTAINER (state.stage), (ClutterCallback) clutter_actor_destroy, NULL); if (g_test_verbose ()) g_print ("OK\n"); }