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mutter-performance-source/tests/conform/test-materials.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

253 lines
7.6 KiB
C

#include "config.h"
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
#include "test-conform-common.h"
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
#define QUAD_WIDTH 20
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24)
#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16)
#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8)
#define MASK_ALPHA(COLOR) (COLOR & 0xff)
typedef struct _TestState
{
ClutterGeometry stage_geom;
} TestState;
static void
check_quad (int quad_x, int quad_y, uint32_t color)
{
test_utils_check_pixel (x * QUAD_WIDTH + (QUAD_WIDTH / 2),
y * QUAD_WIDTH + (QUAD_WIDTH / 2),
color);
}
static void
test_material_with_primitives (TestState *state,
int x, int y,
uint32_t color)
{
CoglTextureVertex verts[4] = {
{ .x = 0, .y = 0, .z = 0 },
{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
};
CoglHandle vbo;
cogl_push_matrix ();
cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
cogl_translate (0, QUAD_WIDTH, 0);
cogl_polygon (verts, 4, FALSE);
cogl_translate (0, QUAD_WIDTH, 0);
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo,
"gl_Vertex",
2, /* n components */
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE, /* normalized */
sizeof (CoglTextureVertex), /* stride */
verts);
cogl_vertex_buffer_draw (vbo,
COGL_VERTICES_MODE_TRIANGLE_FAN,
0, /* first */
4); /* count */
cogl_handle_unref (vbo);
cogl_pop_matrix ();
check_quad (x, y, color);
check_quad (x, y+1, color);
check_quad (x, y+2, color);
}
static void
test_invalid_texture_layers (TestState *state, int x, int y)
{
CoglHandle material = cogl_material_new ();
/* explicitly create a layer with an invalid handle. This may be desireable
* if the user also sets a texture combine string that e.g. refers to a
* constant color. */
cogl_material_set_layer (material, 0, NULL);
cogl_set_source (material);
cogl_handle_unref (material);
/* We expect a white fallback material to be used */
test_material_with_primitives (state, x, y, 0xffffffff);
}
static void
test_using_all_layers (TestState *state, int x, int y)
{
CoglHandle material = cogl_material_new ();
uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
uint8_t red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
CoglHandle white_texture;
CoglHandle red_texture;
GLint n_layers;
int i;
/* Create a material that uses the maximum number of layers. All but
the last layer will use a solid white texture. The last layer
will use a red texture. The layers will all be modulated together
so the final fragment should be red. */
white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
4, white_pixel);
red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
4, red_pixel);
/* FIXME: Cogl doesn't provide a way to query the maximum number of
texture layers so for now we'll just ask GL directly. */
#ifdef HAVE_COGL_GLES2
{
GLint n_image_units, n_attribs;
/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
GL_MAX_TEXTURE_IMAGE_UNITS instead */
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
/* Cogl needs a vertex attrib for each layer to upload the texture
coordinates */
glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
/* We can't use two of the attribs because they are used by the
position and color */
n_attribs -= 2;
n_layers = MIN (n_attribs, n_image_units);
}
#else
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
#endif
/* FIXME: is this still true? */
/* Cogl currently can't cope with more than 32 layers so we'll also
limit the maximum to that. */
if (n_layers > 32)
n_layers = 32;
for (i = 0; i < n_layers; i++)
{
cogl_material_set_layer_filters (material, i,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material, i,
i == n_layers - 1 ? red_texture : white_texture);
}
cogl_set_source (material);
cogl_handle_unref (material);
cogl_handle_unref (white_texture);
cogl_handle_unref (red_texture);
/* We expect the final fragment to be red */
test_material_with_primitives (state, x, y, 0xff0000ff);
}
static void
test_invalid_texture_layers_with_constant_colors (TestState *state,
int x, int y)
{
CoglHandle material = cogl_material_new ();
CoglColor constant_color;
/* explicitly create a layer with an invalid handle */
cogl_material_set_layer (material, 0, NULL);
/* ignore the fallback texture on the layer and use a constant color
instead */
cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(CONSTANT)",
NULL);
cogl_material_set_layer_combine_constant (material, 0, &constant_color);
cogl_set_source (material);
cogl_handle_unref (material);
/* We expect the final fragments to be green */
test_material_with_primitives (state, x, y, 0x0000ffff);
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
test_invalid_texture_layers (state,
0, 0 /* position */
);
test_invalid_texture_layers_with_constant_colors (state,
1, 0 /* position */
);
test_using_all_layers (state,
2, 0 /* position */
);
/* 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_materials (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);
clutter_actor_get_geometry (stage, &state.stage_geom);
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");
}