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mutter-performance-source/tests/conform/test-pipeline-shader-state.c
Robert Bragg af7398788a remove internal_format and redundant error arguments
Texture allocation is now consistently handled lazily such that the
internal format can now be controlled using
cogl_texture_set_components() and cogl_texture_set_premultiplied()
before allocating the texture with cogl_texture_allocate(). This means
that the internal_format arguments to texture constructors are now
redundant and since most of the texture constructors now can't ever fail
the error arguments are also redundant. This now means we no longer
use CoglPixelFormat in the public api for describing the internal format
of textures which had been bad solution originally due to how specific
CoglPixelFormat is which is missleading when we don't support such
explicit control over the internal format.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87)

Note: there are numerous API changes for functions currently marked
as 'unstable' which we don't think are in use by anyone depending on
a stable 1.x api. Compared to the original patch though this avoids
changing the cogl_texture_rectangle_new_with_size() api which we know
is used by Mutter.
2014-01-09 15:49:47 +00:00

93 lines
3 KiB
C

#include <cogl/cogl.h>
#include <string.h>
#include "test-utils.h"
void
test_pipeline_shader_state (void)
{
CoglOffscreen *offscreen;
CoglFramebuffer *fb;
CoglPipeline *base_pipeline;
CoglPipeline *draw_pipeline;
CoglTexture2D *tex;
CoglSnippet *snippet;
float width = cogl_framebuffer_get_width (test_fb);
float height = cogl_framebuffer_get_height (test_fb);
cogl_framebuffer_orthographic (test_fb,
0, 0, width, height,
-1,
100);
tex = cogl_texture_2d_new_with_size (test_ctx, 128, 128);
offscreen = cogl_offscreen_new_with_texture (tex);
fb = offscreen;
cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
cogl_object_unref (offscreen);
cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 0, 1);
/* Setup a template pipeline... */
base_pipeline = cogl_pipeline_new (test_ctx);
cogl_pipeline_set_layer_texture (base_pipeline, 1, tex);
cogl_pipeline_set_color4f (base_pipeline, 1, 0, 0, 1);
/* Derive a pipeline from the template, making a change that affects
* fragment processing but making sure not to affect vertex
* processing... */
draw_pipeline = cogl_pipeline_copy (base_pipeline);
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
NULL, /* declarations */
"cogl_color_out = vec4 (0.0, 1.0, 0.1, 1.1);");
cogl_pipeline_add_snippet (draw_pipeline, snippet);
cogl_object_unref (snippet);
cogl_framebuffer_draw_rectangle (test_fb, draw_pipeline,
0, 0, width, height);
cogl_object_unref (draw_pipeline);
cogl_framebuffer_finish (test_fb);
/* At this point we should have provoked cogl to cache some vertex
* shader state for the draw_pipeline with the base_pipeline because
* none of the changes made to the draw_pipeline affected vertex
* processing. (NB: cogl will cache shader state with the oldest
* ancestor that the state is still valid for to maximize the chance
* that it can be used with other derived pipelines)
*
* Now we make a change to the base_pipeline to make sure that this
* cached vertex shader gets invalidated.
*/
cogl_pipeline_set_layer_texture (base_pipeline, 0, tex);
/* Now we derive another pipeline from base_pipeline to verify that
* it doesn't end up re-using the old cached state
*/
draw_pipeline = cogl_pipeline_copy (base_pipeline);
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
NULL, /* declarations */
"cogl_color_out = vec4 (0.0, 0.0, 1.1, 1.1);");
cogl_pipeline_add_snippet (draw_pipeline, snippet);
cogl_object_unref (snippet);
cogl_framebuffer_draw_rectangle (test_fb, draw_pipeline,
0, 0, width, height);
cogl_object_unref (draw_pipeline);
test_utils_check_region (test_fb, 0, 0, width, height,
0x0000ffff);
}