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mutter-performance-source/cogl/tests/conform/test-just-vertex-shader.c
Jonas Ådahl 2a8f0c2801 cogl/tests: Port away from legacy implicit stack based API
Use the new API where state (framebuffer, pipeline) is always passed as
parameters, instead of using the implicit material and framebuffer
stack.

https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
2019-12-03 19:02:14 +00:00

128 lines
3.8 KiB
C

#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
#include <cogl/cogl.h>
#include <string.h>
#include "test-declarations.h"
#include "test-utils.h"
typedef struct _TestState
{
int paddiing;
} TestState;
static CoglTexture *
create_dummy_texture (void)
{
/* Create a dummy 1x1 green texture to replace the color from the
vertex shader */
static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };
return test_utils_texture_new_from_data (test_ctx,
1, 1, /* size */
TEST_UTILS_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888,
4, /* rowstride */
data);
}
static void
paint (TestState *state)
{
CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
CoglTexture *tex;
CoglColor color;
GError *error = NULL;
CoglHandle shader, program;
cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_framebuffer_clear (test_fb, COGL_BUFFER_BIT_COLOR, &color);
/* Set the primary vertex color as red */
cogl_color_init_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 provided by a texture */
tex = create_dummy_texture ();
cogl_pipeline_set_layer_texture (pipeline, 0, tex);
cogl_object_unref (tex);
if (!cogl_pipeline_set_layer_combine (pipeline, 0,
"RGBA=REPLACE(TEXTURE)",
&error))
{
g_warning ("Error setting layer combine: %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"
" cogl_tex_coord_out[0] = cogl_tex_coord_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_object_unref (shader);
/* Draw something without the program */
cogl_framebuffer_draw_rectangle (test_fb, pipeline,
0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_pipeline_set_user_program (pipeline, program);
cogl_object_unref (program);
cogl_framebuffer_draw_rectangle (test_fb, pipeline,
50, 0, 100, 50);
cogl_pipeline_set_user_program (pipeline, NULL);
cogl_object_unref (pipeline);
}
static void
validate_result (CoglFramebuffer *framebuffer)
{
/* Non-shader version */
test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
/* Shader version */
test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
}
void
test_just_vertex_shader (void)
{
TestState state;
cogl_framebuffer_orthographic (test_fb,
0, 0,
cogl_framebuffer_get_width (test_fb),
cogl_framebuffer_get_height (test_fb),
-1,
100);
paint (&state);
validate_result (test_fb);
if (cogl_test_verbose ())
g_print ("OK\n");
}