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mutter-performance-source/tests/conform/test-vertex-buffer-mutability.c
Robert Bragg b5a7657076 Starts porting Cogl conformance tests from Clutter
This makes a start on porting the Cogl conformance tests that currently
still live in the Clutter repository to be standalone Cogl tests that no
longer require a ClutterStage.

The main thing is that this commit brings in is the basic testing
infrastructure we need, so now we can port more and more tests
incrementally.

Since the test suite wants a way to synchronize X requests/replies and
we can't simply call XSynchronize in the test-utils code before we know
if we are really running on X this adds a check for an environment
variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set
it forces XSynchronize (dpy, TRUE) to be called.

By default the conformance tests are run off screen. This makes the
tests run much faster and they also don't interfere with other work you
may want to do by constantly stealing focus. CoglOnscreen framebuffers
obviously don't get tested this way so it's important that the tests
also get run on screen every once in a while, especially if changes are
being made to CoglFramebuffer related code.  On screen testing can be
enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
2011-09-08 15:48:07 +01:00

198 lines
4.8 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;
} TestState;
static void
validate_result (TestState *state)
{
GLubyte pixel[4];
GLint y_off = 90;
/* 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 */
cogl_read_pixels (110, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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 */
cogl_read_pixels (210, y_off, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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 */
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_vertex_buffer_mutability (TestUtilsGTestFixture *fixture,
void *data)
{
TestState state;
ClutterActor *stage;
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
ClutterActor *group;
unsigned int idle_source;
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 incase someone comments out the
* clutter_main_quit and wants visual feedback for the test since 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");
}