c0a553163b
cogl_read_pixels() no longer asserts that the format passed in is RGBA_8888 but instead accepts any format. The appropriate GL enums for the format are passed to glReadPixels so OpenGL should be perform a conversion if neccessary. It currently assumes glReadPixels will always give us premultiplied data. This will usually be correct because the result of the default blending operations for Cogl ends up with premultiplied data in the framebuffer. However it is possible for the framebuffer to be in whatever format depending on what CoglMaterial is used to render to it. Eventually we may want to add a way for an application to inform Cogl that the framebuffer is not premultiplied in case it is being used for some special purpose. If the requested format is not premultiplied then Cogl will convert it. The tests have been changed to read the data as premultiplied so that they won't be affected by the conversion. Picking in Clutter has been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need the alpha component. clutter_stage_read_pixels is left unchanged because the application can't specify a format for that so it seems to make most sense to store unpremultiplied values. http://bugzilla.openedhand.com/show_bug.cgi?id=1959
167 lines
5.2 KiB
C
167 lines
5.2 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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guint8 pixel[4];
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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/* Set a scale and translate transform on the window framebuffer before
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* switching to the offscreen framebuffer so we can verify it gets restored
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* when we switch back
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*
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* The test is going to draw a grid of 4 colors to a texture which we
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* subsequently draw to the window with a fullscreen rectangle. This
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* transform will flip the texture left to right, scale it to a quater of the
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* window size and slide it to the top right of the window.
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*/
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cogl_translate (0.5, 0.5, 0);
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cogl_scale (-0.5, 0.5, 1);
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cogl_push_framebuffer (offscreen);
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/* Cogl should release the last reference when we call cogl_pop_framebuffer()
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*/
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cogl_handle_unref (offscreen);
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/* Setup something other than the identity matrix for the modelview so we can
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* verify it gets restored when we call cogl_pop_framebuffer () */
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cogl_scale (2, 2, 1);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-0.5, 0.5, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 0.5, 0.5, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-0.5, 0, 0, -0.5);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 0.5, -0.5);
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cogl_pop_framebuffer ();
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_handle_unref (tex);
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/* NB: The texture is drawn flipped horizontally and scaled to fit in the
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* top right corner of the window. */
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/* red, top right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, 0, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0x00 && pixel[BLUE] == 0x00);
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/* green, top left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), 0, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0xff && pixel[BLUE] == 0x00);
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/* blue, bottom right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0x00 && pixel[BLUE] == 0xff);
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/* white, bottom left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), (FRAMEBUFFER_HEIGHT/2) - 1, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0xff && pixel[BLUE] == 0xff);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_offscreen (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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guint idle_source;
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ClutterActor *stage;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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