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mutter-performance-source/tests/conform/test-texture-rectangle.c
Robert Bragg 54735dec84 Switch use of primitive glib types to c99 equivalents
The coding style has for a long time said to avoid using redundant glib
data types such as gint or gchar etc because we feel that they make the
code look unnecessarily foreign to developers coming from outside of the
Gnome developer community.

Note: When we tried to find the historical rationale for the types we
just found that they were apparently only added for consistent syntax
highlighting which didn't seem that compelling.

Up until now we have been continuing to use some of the platform
specific type such as gint{8,16,32,64} and gsize but this patch switches
us over to using the standard c99 equivalents instead so we can further
ensure that our code looks familiar to the widest range of C developers
who might potentially contribute to Cogl.

So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this
switches all Cogl code to instead use the int{8,16,32,64}_t and
uint{8,16,32,64}_t c99 types instead.

Instead of gsize we now use size_t

For now we are not going to use the c99 _Bool type and instead we have
introduced a new CoglBool type to use instead of gboolean.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
2012-08-06 14:27:39 +01:00

276 lines
7.5 KiB
C

#include <clutter/clutter.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
} TestState;
static CoglHandle
create_source_rect (void)
{
#ifdef GL_TEXTURE_RECTANGLE_ARB
int x, y;
GLint prev_unpack_row_length;
GLint prev_unpack_alignment;
GLint prev_unpack_skip_rows;
GLint prev_unpack_skip_pixles;
GLint prev_rectangle_binding;
uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
GLuint gl_tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 0;
*(p++) = 255;
}
/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
* texture so we need to save the state that we modify so we can
* restore it afterwards and be sure not to interfere with any state
* caching that Cogl may do internally.
*/
glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB, &prev_rectangle_binding);
glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
glGenTextures (1, &gl_tex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, 256, 256, 0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
/* Now restore the original GL state as Cogl had left it */
glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
g_assert (glGetError () == GL_NO_ERROR);
g_free (data);
tex = cogl_texture_new_from_foreign (gl_tex,
GL_TEXTURE_RECTANGLE_ARB,
256, 256, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
return tex;
#else /* GL_TEXTURE_RECTANGLE_ARB */
return NULL;
#endif /* GL_TEXTURE_RECTANGLE_ARB */
}
static CoglHandle
create_source_2d (void)
{
int x, y;
uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
CoglHandle tex;
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = x;
*(p++) = y;
*(p++) = 255;
}
tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data);
g_free (data);
return tex;
}
static void
draw_frame (TestState *state)
{
GLuint gl_tex;
CoglHandle tex_rect = create_source_rect ();
CoglHandle material_rect = cogl_material_new ();
CoglHandle tex_2d = create_source_2d ();
CoglHandle material_2d = cogl_material_new ();
g_assert (tex_rect != NULL);
cogl_material_set_layer (material_rect, 0, tex_rect);
cogl_material_set_layer_filters (material_rect, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material_2d, 0, tex_2d);
cogl_material_set_layer_filters (material_2d, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_source (material_rect);
/* Render the texture repeated horizontally twice */
cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
0.0f, 0.0f, 2.0f, 1.0f);
/* Render the top half of the texture to test without repeating */
cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
cogl_set_source (material_2d);
/* Render the top half of a regular 2D texture */
cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
0.0f, 0.0f, 1.0f, 0.5f);
/* Flush the rendering now so we can safely delete the texture */
cogl_flush ();
cogl_handle_unref (material_rect);
/* Cogl doesn't destroy foreign textures so we have to do it manually */
cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
glDeleteTextures (1, &gl_tex);
cogl_handle_unref (tex_rect);
}
static void
validate_result (TestState *state)
{
uint8_t *data, *p;
int x, y;
p = data = g_malloc (512 * 384 * 4);
cogl_read_pixels (0, 0, 512, 384,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
for (y = 0; y < 384; y++)
for (x = 0; x < 512; x++)
{
if (x >= 256 && y >= 256)
{
g_assert_cmpint (p[0], ==, 0);
g_assert_cmpint (p[1], ==, x & 0xff);
g_assert_cmpint (p[2], ==, y & 0xff);
}
else
{
g_assert_cmpint (p[0], ==, x & 0xff);
g_assert_cmpint (p[1], ==, y & 0xff);
g_assert_cmpint (p[2], ==, 0);
}
p += 4;
}
g_free (data);
/* Comment this out to see what the test paints */
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
draw_frame (state);
validate_result (state);
}
static CoglBool
queue_redraw (void *stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static CoglBool
check_rectangle_extension (void)
{
static const char rect_extension[] = "GL_ARB_texture_rectangle";
const char *extensions = (const char *) glGetString (GL_EXTENSIONS);
const char *extensions_end;
extensions_end = extensions + strlen (extensions);
while (extensions < extensions_end)
{
const char *end = strchr (extensions, ' ');
if (end == NULL)
end = extensions_end;
if (end - extensions == sizeof (rect_extension) - 1 &&
!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
return TRUE;
extensions = end + 1;
}
return FALSE;
}
void
test_texture_rectangle (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.stage = clutter_stage_get_default ();
/* Check whether GL supports the rectangle extension. If not we'll
just assume the test passes */
if (check_rectangle_extension ())
{
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);
if (cogl_test_verbose ())
g_print ("OK\n");
}
else if (cogl_test_verbose ())
g_print ("Skipping\n");
}