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mutter-performance-source/tests/conform/test-vertex-buffer-mutability.c
Robert Bragg c3d9f0bed4 [cogl-handle] Optimize how we define cogl handles
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.

This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.

Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.

Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
2009-04-02 11:58:43 +01:00

206 lines
5 KiB
C

#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
/* This test verifies that modifying a vertex buffer works, by updating
* vertex positions, and deleting and re-adding different color attributes.
*
* If you want visual feedback of what this test paints for debugging purposes,
* then remove the call to clutter_main_quit() in validate_result.
*/
typedef struct _TestState
{
CoglHandle buffer;
ClutterGeometry stage_geom;
guint frame;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = state->stage_geom.height - 90;
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
/* NB: We ignore the alpha, since we don't know if our render target is
* RGB or RGBA */
#define RED 0
#define GREEN 1
#define BLUE 2
/* Should see a red pixel */
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
/* Should see a green pixel */
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
if (g_test_verbose ())
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
g_assert (pixel[RED] == 0 && pixel[GREEN] != 0 && pixel[BLUE] == 0);
#undef RED
#undef GREEN
#undef BLUE
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
GLfloat triangle_verts[3][2] =
{
{100.0, 0.0},
{200.0, 100.0},
{100.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0xff, 0x00, 0xff}, /* blue */
{0x00, 0xff, 0x00, 0x00}, /* transparent blue */
{0x00, 0xff, 0x00, 0x00} /* transparent blue */
};
/*
* Draw a red triangle
*/
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_vertex_buffer_add (state->buffer,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_vertex_buffer_delete (state->buffer, "gl_Color");
cogl_vertex_buffer_submit (state->buffer);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/*
* Draw a faded green triangle
*/
cogl_vertex_buffer_add (state->buffer,
"gl_Color",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_vertex_buffer_submit (state->buffer);
cogl_translate (100, 0, 0);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
*/
if (state->frame >= 2)
validate_result (state);
else
g_usleep (G_USEC_PER_SEC);
state->frame++;
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_vertex_buffer_mutability (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
guint idle_source;
state.frame = 0;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
clutter_actor_get_geometry (stage, &state.stage_geom);
group = clutter_group_new ();
clutter_actor_set_size (group,
state.stage_geom.width,
state.stage_geom.height);
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);
{
GLfloat triangle_verts[3][2] =
{
{0.0, 0.0},
{100.0, 100.0},
{0.0, 100.0}
};
GLbyte triangle_colors[3][4] =
{
{0x00, 0x00, 0xff, 0xff}, /* blue */
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
cogl_vertex_buffer_add (state.buffer,
"gl_Vertex",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_verts);
cogl_vertex_buffer_add (state.buffer,
"gl_Color",
4, /* n components */
GL_UNSIGNED_BYTE,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_vertex_buffer_submit (state.buffer);
}
clutter_actor_show_all (stage);
clutter_main ();
cogl_handle_unref (state.buffer);
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
}