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mutter-performance-source/tests/conform/test-backface-culling.c
Neil Roberts 54d8aadf1d [cogl] Move the texture filters to be a property of the material layer
The texture filters are now a property of the material layer rather
than the texture object. Whenever a texture is painted with a material
it sets the filters on all of the GL textures in the Cogl texture. The
filter is cached so that it won't be changed unnecessarily.

The automatic mipmap generation has changed so that the mipmaps are
only generated when the texture is painted instead of every time the
data changes. Changing the texture sets a flag to mark that the
mipmaps are dirty. This works better if the FBO extension is available
because we can use glGenerateMipmap. If the extension is not available
it will temporarily enable automatic mipmap generation and reupload
the first pixel of each slice. This requires tracking the data for the
first pixel.

The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with
COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to
auto-mipmapping. The mipmap generation is now effectively free if you
are not using a mipmap filter mode so you would only want to disable
it if you had some special reason to generate your own mipmaps.

ClutterTexture no longer has to store its own copy of the filter
mode. Instead it stores it in the material and the property is
directly set and read from that. This fixes problems with the filters
getting out of sync when a cogl handle is set on the texture
directly. It also avoids the mess of having to rerealize the texture
if the filter quality changes to HIGH because Cogl will take of
generating the mipmaps if needed.
2009-06-04 19:03:40 +01:00

280 lines
7.7 KiB
C

#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 };
#ifdef CLUTTER_COGL_HAS_GL
/* Size the texture so that it is just off a power of two to enourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 257
#else /* CLUTTER_COGL_HAS_GL */
/* We can't use the funny-sized texture on GL ES because it will break
cogl_texture_polygon. However there is only one code path for
rendering quads so there is no need */
#define TEXTURE_SIZE 32
#endif /* CLUTTER_COGL_HAS_GL */
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 4
/* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE 32
typedef struct _TestState
{
guint frame;
CoglHandle texture;
} TestState;
static gboolean
validate_part (int xnum, int ynum, gboolean shown)
{
guchar *pixels, *p;
ClutterActor *stage = clutter_stage_get_default ();
gboolean ret = TRUE;
/* Read the appropriate part but skip out a few pixels around the
edges */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
TEXTURE_RENDER_SIZE - TEST_INSET * 2);
/* Make sure every pixels is the appropriate color */
for (p = pixels;
p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
p += 4)
{
if (p[0] != (shown ? 255 : 0))
ret = FALSE;
if (p[1] != 0)
ret = FALSE;
if (p[2] != 0)
ret = FALSE;
}
g_free (pixels);
return ret;
}
static void
validate_result (TestState *state)
{
/* Front-facing texture */
g_assert (validate_part (0, 0, TRUE));
/* Back-facing texture */
g_assert (validate_part (1, 0, FALSE));
/* Front-facing texture polygon */
g_assert (validate_part (2, 0, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (3, 0, FALSE));
/* Regular rectangle */
g_assert (validate_part (4, 0, TRUE));
/* Backface culling disabled - everything should be shown */
/* Front-facing texture */
g_assert (validate_part (0, 1, TRUE));
/* Back-facing texture */
g_assert (validate_part (1, 1, TRUE));
/* Front-facing texture polygon */
g_assert (validate_part (2, 1, TRUE));
/* Back-facing texture polygon */
g_assert (validate_part (3, 1, TRUE));
/* Regular rectangle */
g_assert (validate_part (4, 1, TRUE));
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int i;
int frame_num;
CoglHandle material = cogl_material_new ();
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_set_backface_culling_enabled (TRUE);
cogl_push_matrix ();
/* Render the scene twice - once with backface culling enabled and
once without. The second time is translated so that it is below
the first */
for (i = 0; i < 2; i++)
{
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4];
cogl_set_source (material);
memset (verts, 0, sizeof (verts));
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x1, y1, x2, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture */
cogl_material_set_layer (material, 0, state->texture);
cogl_rectangle (x2, y1, x1, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture polygon */
verts[0].x = x1; verts[0].y = y2;
verts[1].x = x2; verts[1].y = y2;
verts[2].x = x2; verts[2].y = y1;
verts[3].x = x1; verts[3].y = y1;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture polygon */
verts[0].x = x1; verts[0].y = y1;
verts[1].x = x2; verts[1].y = y1;
verts[2].x = x2; verts[2].y = y2;
verts[3].x = x1; verts[3].y = y2;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_material_set_layer (material, 0, state->texture);
cogl_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a regular rectangle (this should always show) */
cogl_set_source_color4f (1.0, 0, 0, 1.0);
cogl_rectangle (x1, y1, x2, y2);
/* The second time round draw beneath the first with backface
culling disabled */
cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
cogl_set_backface_culling_enabled (FALSE);
}
cogl_pop_matrix ();
cogl_handle_unref (material);
/* 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:
*/
/* Need to increment frame first because clutter_stage_read_pixels
fires a redraw */
frame_num = state->frame++;
if (frame_num == 2)
validate_result (state);
else if (frame_num < 2)
g_usleep (G_USEC_PER_SEC);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
static CoglHandle
make_texture (void)
{
guchar *tex_data, *p;
CoglHandle tex;
tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
{
*(--p) = 255;
*(--p) = 0;
*(--p) = 0;
*(--p) = 255;
}
tex = cogl_texture_new_from_data (TEXTURE_SIZE,
TEXTURE_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
return tex;
}
void
test_backface_culling (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
ClutterActor *stage;
ClutterActor *group;
guint idle_source;
state.frame = 0;
state.texture = make_texture ();
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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);
cogl_handle_unref (state.texture);
if (g_test_verbose ())
g_print ("OK\n");
}