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mutter-performance-source/tests/conform/test-sub-texture.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

323 lines
10 KiB
C

#include <cogl/cogl.h>
#include <string.h>
#include "test-utils.h"
#define SOURCE_SIZE 32
#define SOURCE_DIVISIONS_X 2
#define SOURCE_DIVISIONS_Y 2
#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
#define TEST_INSET 1
static const guint32
corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
{
0xff0000ff, /* red top left */
0x00ff00ff, /* green top right */
0x0000ffff, /* blue bottom left */
0xff00ffff /* purple bottom right */
};
typedef struct _TestState
{
CoglContext *ctx;
CoglTexture2D *tex;
} TestState;
static CoglTexture2D *
create_source (TestState *state)
{
int dx, dy;
guint8 *data = g_malloc (SOURCE_SIZE * SOURCE_SIZE * 4);
CoglTexture2D *tex;
GError *error = NULL;
/* Create a texture with a different coloured rectangle at each
corner */
for (dy = 0; dy < SOURCE_DIVISIONS_Y; dy++)
for (dx = 0; dx < SOURCE_DIVISIONS_X; dx++)
{
guint8 *p = (data + dy * DIVISION_HEIGHT * SOURCE_SIZE * 4 +
dx * DIVISION_WIDTH * 4);
int x, y;
for (y = 0; y < DIVISION_HEIGHT; y++)
{
for (x = 0; x < DIVISION_WIDTH; x++)
{
guint32 color = GUINT32_FROM_BE (corner_colors[dx + dy * SOURCE_DIVISIONS_X]);
memcpy (p, &color, 4);
p += 4;
}
p += SOURCE_SIZE * 4 - DIVISION_WIDTH * 4;
}
}
tex = cogl_texture_2d_new_from_data (state->ctx,
SOURCE_SIZE, SOURCE_SIZE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
SOURCE_SIZE * 4,
data,
&error);
g_assert_no_error (error);
return tex;
}
static CoglTexture2D *
create_test_texture (TestState *state)
{
CoglTexture2D *tex;
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
GError *error = NULL;
/* Create a texture that is 256x256 where the red component ranges
from 0->255 along the x axis and the green component ranges from
0->255 along the y axis. The blue and alpha components are all
255 */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = x;
*(p++) = y;
*(p++) = 255;
*(p++) = 255;
}
tex = cogl_texture_2d_new_from_data (state->ctx,
256, 256,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
256 * 4,
data,
&error);
g_assert_no_error (error);
g_free (data);
return tex;
}
static void
paint (TestState *state)
{
CoglTexture2D *full_texture;
CoglSubTexture *sub_texture, *sub_sub_texture;
/* Create a sub texture of the bottom right quarter of the texture */
sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (state->tex),
DIVISION_WIDTH,
DIVISION_HEIGHT,
DIVISION_WIDTH,
DIVISION_HEIGHT);
/* Paint it */
cogl_set_source_texture (COGL_TEXTURE (sub_texture));
cogl_rectangle (0.0f, 0.0f, DIVISION_WIDTH, DIVISION_HEIGHT);
cogl_object_unref (sub_texture);
/* Repeat a sub texture of the top half of the full texture. This is
documented to be undefined so it doesn't technically have to work
but it will with the current implementation */
sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (state->tex),
0, 0,
SOURCE_SIZE,
DIVISION_HEIGHT);
cogl_set_source_texture (COGL_TEXTURE (sub_texture));
cogl_rectangle_with_texture_coords (0.0f, SOURCE_SIZE,
SOURCE_SIZE * 2.0f, SOURCE_SIZE * 1.5f,
0.0f, 0.0f,
2.0f, 1.0f);
cogl_object_unref (sub_texture);
/* Create a sub texture of a sub texture */
full_texture = create_test_texture (state);
sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (full_texture),
20, 10, 30, 20);
sub_sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (sub_texture),
20, 10, 10, 10);
cogl_set_source_texture (COGL_TEXTURE (sub_sub_texture));
cogl_rectangle (0.0f, SOURCE_SIZE * 2.0f,
10.0f, SOURCE_SIZE * 2.0f + 10.0f);
cogl_object_unref (sub_sub_texture);
cogl_object_unref (sub_texture);
cogl_object_unref (full_texture);
}
static void
validate_part (int xpos, int ypos,
int width, int height,
guint32 color)
{
test_utils_check_region (xpos + TEST_INSET,
ypos + TEST_INSET,
width - TEST_INSET - 2,
height - TEST_INSET - 2,
color);
}
static guint8 *
create_update_data (void)
{
guint8 *data = g_malloc (256 * 256 * 4), *p = data;
int x, y;
/* Create some image data that is 256x256 where the blue component
ranges from 0->255 along the x axis and the alpha component
ranges from 0->255 along the y axis. The red and green components
are all zero */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
*(p++) = 0;
*(p++) = 0;
*(p++) = x;
*(p++) = y;
}
return data;
}
static void
validate_result (TestState *state)
{
int i, division_num, x, y;
CoglTexture2D *test_tex;
CoglSubTexture *sub_texture;
guint8 *texture_data, *p;
int tex_width, tex_height;
/* Sub texture of the bottom right corner of the texture */
validate_part (0, 0, DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors[
(SOURCE_DIVISIONS_Y - 1) * SOURCE_DIVISIONS_X +
SOURCE_DIVISIONS_X - 1]);
/* Sub texture of the top half repeated horizontally */
for (i = 0; i < 2; i++)
for (division_num = 0; division_num < SOURCE_DIVISIONS_X; division_num++)
validate_part (i * SOURCE_SIZE + division_num * DIVISION_WIDTH,
SOURCE_SIZE,
DIVISION_WIDTH, DIVISION_HEIGHT,
corner_colors[division_num]);
/* Sub sub texture */
p = texture_data = g_malloc (10 * 10 * 4);
cogl_read_pixels (0, SOURCE_SIZE * 2, 10, 10,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
p);
for (y = 0; y < 10; y++)
for (x = 0; x < 10; x++)
{
g_assert (*(p++) == x + 40);
g_assert (*(p++) == y + 20);
p += 2;
}
g_free (texture_data);
/* Try reading back the texture data */
sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (state->tex),
SOURCE_SIZE / 4,
SOURCE_SIZE / 4,
SOURCE_SIZE / 2,
SOURCE_SIZE / 2);
tex_width = cogl_texture_get_width (COGL_TEXTURE (sub_texture));
tex_height = cogl_texture_get_height (COGL_TEXTURE (sub_texture));
p = texture_data = g_malloc (tex_width * tex_height * 4);
cogl_texture_get_data (COGL_TEXTURE (sub_texture),
COGL_PIXEL_FORMAT_RGBA_8888,
tex_width * 4,
texture_data);
for (y = 0; y < tex_height; y++)
for (x = 0; x < tex_width; x++)
{
int div_x = ((x * SOURCE_SIZE / 2 / tex_width + SOURCE_SIZE / 4) /
DIVISION_WIDTH);
int div_y = ((y * SOURCE_SIZE / 2 / tex_height + SOURCE_SIZE / 4) /
DIVISION_HEIGHT);
guint32 reference = corner_colors[div_x + div_y * SOURCE_DIVISIONS_X] >> 8;
guint32 color = GUINT32_FROM_BE (*((guint32 *)p)) >> 8;
g_assert (color == reference);
p += 4;
}
g_free (texture_data);
cogl_object_unref (sub_texture);
/* Create a 256x256 test texture */
test_tex = create_test_texture (state);
/* Create a sub texture the views the center half of the texture */
sub_texture = cogl_sub_texture_new (state->ctx,
COGL_TEXTURE (test_tex),
64, 64, 128, 128);
/* Update the center half of the sub texture */
texture_data = create_update_data ();
cogl_texture_set_region (COGL_TEXTURE (sub_texture),
0, 0, 32, 32, 64, 64, 256, 256,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, 256 * 4,
texture_data);
g_free (texture_data);
cogl_object_unref (sub_texture);
/* Get the texture data */
p = texture_data = g_malloc (256 * 256 * 4);
cogl_texture_get_data (COGL_TEXTURE (test_tex),
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
256 * 4, texture_data);
/* Verify the texture data */
for (y = 0; y < 256; y++)
for (x = 0; x < 256; x++)
{
/* If we're in the center quarter */
if (x >= 96 && x < 160 && y >= 96 && y < 160)
{
g_assert ((*p++) == 0);
g_assert ((*p++) == 0);
g_assert ((*p++) == x - 96);
g_assert ((*p++) == y - 96);
}
else
{
g_assert ((*p++) == x);
g_assert ((*p++) == y);
g_assert ((*p++) == 255);
g_assert ((*p++) == 255);
}
}
g_free (texture_data);
cogl_object_unref (test_tex);
}
void
test_cogl_sub_texture (TestUtilsGTestFixture *fixture,
void *data)
{
TestUtilsSharedState *shared_state = data;
TestState state;
state.ctx = shared_state->ctx;
state.tex = create_source (&state);
cogl_ortho (0, cogl_framebuffer_get_width (shared_state->fb), /* left, right */
cogl_framebuffer_get_height (shared_state->fb), 0, /* bottom, top */
-1, 100 /* z near, far */);
paint (&state);
validate_result (&state);
cogl_object_unref (state.tex);
if (cogl_test_verbose ())
g_print ("OK\n");
}