#include #include #include "test-conform-common.h" static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff }; static void draw_frame (void) { CoglHandle material = cogl_material_new (); CoglColor color; GError *error = NULL; CoglHandle shader, program; /* Set the primary vertex color as red */ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff); cogl_material_set_color (material, &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_material_set_layer_combine_constant (material, 0, &color); if (!cogl_material_set_layer_combine (material, 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 using the material */ cogl_set_source (material); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_program_use (program); cogl_rectangle (50, 0, 100, 50); cogl_program_use (COGL_INVALID_HANDLE); cogl_handle_unref (material); cogl_handle_unref (program); } static void validate_pixel (int x, int y) { guint8 pixels[4]; cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels); /* 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); } static void validate_result (void) { /* Non-shader version */ validate_pixel (25, 25); /* 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 (); } void test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture, void *data) { ClutterActor *stage; unsigned int paint_handler; stage = clutter_stage_get_default (); /* 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_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); if (g_test_verbose ()) g_print ("OK\n"); } else if (g_test_verbose ()) g_print ("Skipping\n"); }