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mutter-performance-source/tests/conform/test-materials.c
Robert Bragg bbcbece6c9 tests: Improve thoroughness and reporting of make test
This patch reworks our conformance testing framework because it seems
that glib's gtesting framework isn't really well suited to our use case.
For example we weren't able to test windows builds given the way we
were using it and also for each test we'd like to repeat the test
with several different environments so we can test important driver and
feature combinations.

This patch instead switches away to a simplified but custom approach for
running our unit tests. We hope that having a more bespoke setup will
enable us to easily extend it to focus on the details important to us.

Notable changes with this new approach are:

We can now run 'make test' for our mingw windows builds.

We've got rid of all the test-*report* make rules and we're just left
with 'make test'

'make test' now runs each test several times with different driver and
feature combinations checking the result for each run. 'make test' will
then output a concise table of all of the results.

The combinations tested are:
- OpenGL Fixed Function
- OpenGL ARBfp
- OpenGL GLSL
- OpenGL No NPOT texture support
- OpenGLES 2.0
- OpenGLES 2.0 No NPOT texture support

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-24 14:42:31 +00:00

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, guint32 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,
guint32 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, COGL_INVALID_HANDLE);
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 ();
guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
guint8 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, COGL_INVALID_HANDLE);
/* 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 gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_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");
}