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mutter-performance-source/tests/conform/test-backface-culling.c
Neil Roberts 18b0ad652c test-backface-culling: Use the experimental pipeline API
This tweaks the backface culling test to use the experimental pipeline
API as well as the legacy API. All of the primitives are now rendered
with all 16 combinations of front winding, cull face mode and legacy
state.

The test to 'draw a regular rectangle' has been removed. I think this
initially existed because their were different functions to draw a
rectangle with and without texturing. This is no longer the case so it
is no longer useful and it's awkward to implement because it need a
separate pipeline to disable the texturing.

https://bugzilla.gnome.org/show_bug.cgi?id=663628

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-14 18:40:27 +00:00

311 lines
9 KiB
C

#include <cogl/cogl.h>
#include <string.h>
#include "test-utils.h"
/* Size the texture so that it is just off a power of two to encourage
it so use software tiling when NPOTs aren't available */
#define TEXTURE_SIZE 257
/* Amount of pixels to skip off the top, bottom, left and right of the
texture when reading back the stage */
#define TEST_INSET 2
/* Size to actually render the texture at */
#define TEXTURE_RENDER_SIZE 8
typedef struct _TestState
{
CoglFramebuffer *fb;
CoglHandle texture;
CoglFramebuffer *offscreen;
CoglHandle offscreen_tex;
int width, height;
} TestState;
static void
validate_part (int xnum, int ynum, gboolean shown)
{
test_utils_check_region (xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
TEXTURE_RENDER_SIZE - TEST_INSET * 2,
shown ? 0xff0000ff : 0x000000ff);
}
/* We draw everything 16 times. The draw number is used as a bitmask
to test all of the combinations of enabling legacy state, both
winding orders and all four culling modes */
#define USE_LEGACY_STATE(draw_num) (((draw_num) & 0x01) >> 0)
#define FRONT_WINDING(draw_num) (((draw_num) & 0x02) >> 1)
#define CULL_FACE_MODE(draw_num) (((draw_num) & 0x0c) >> 2)
static void
paint_test_backface_culling (TestState *state)
{
int draw_num;
CoglPipeline *base_pipeline = cogl_pipeline_new ();
CoglColor clear_color;
cogl_ortho (0, state->width, /* left, right */
state->height, 0, /* bottom, top */
-1, 100 /* z near, far */);
cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);
cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);
cogl_pipeline_set_layer_filters (base_pipeline, 0,
COGL_PIPELINE_FILTER_NEAREST,
COGL_PIPELINE_FILTER_NEAREST);
/* Render the scene sixteen times to test all of the combinations of
cull face mode, legacy state and winding orders */
for (draw_num = 0; draw_num < 16; draw_num++)
{
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
CoglTextureVertex verts[4];
CoglPipeline *pipeline;
cogl_push_matrix ();
cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);
pipeline = cogl_pipeline_copy (base_pipeline);
cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));
cogl_push_source (pipeline);
memset (verts, 0, sizeof (verts));
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture */
cogl_rectangle (x1, y1, x2, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a front-facing texture with flipped texcoords */
cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
1.0, 0.0, 0.0, 1.0);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing texture */
cogl_rectangle (x2, y1, x1, y2);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* If the texture is sliced then cogl_polygon doesn't work so
we'll just use a solid color instead */
if (cogl_texture_is_sliced (state->texture))
cogl_set_source_color4ub (255, 0, 0, 255);
/* Draw a front-facing 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_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
/* Draw a back-facing 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_polygon (verts, 4, FALSE);
x1 = x2;
x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
cogl_pop_matrix ();
cogl_pop_source ();
cogl_object_unref (pipeline);
}
cogl_object_unref (base_pipeline);
}
static void
validate_result (int y_offset)
{
int draw_num;
for (draw_num = 0; draw_num < 16; draw_num++)
{
gboolean cull_front, cull_back;
CoglPipelineCullFaceMode cull_mode;
if (USE_LEGACY_STATE (draw_num))
cull_mode = COGL_PIPELINE_CULL_FACE_MODE_BACK;
else
cull_mode = CULL_FACE_MODE (draw_num);
switch (cull_mode)
{
case COGL_PIPELINE_CULL_FACE_MODE_NONE:
cull_front = FALSE;
cull_back = FALSE;
break;
case COGL_PIPELINE_CULL_FACE_MODE_FRONT:
cull_front = TRUE;
cull_back = FALSE;
break;
case COGL_PIPELINE_CULL_FACE_MODE_BACK:
cull_front = FALSE;
cull_back = TRUE;
break;
case COGL_PIPELINE_CULL_FACE_MODE_BOTH:
cull_front = TRUE;
cull_back = TRUE;
break;
}
if (FRONT_WINDING (draw_num) == COGL_WINDING_CLOCKWISE)
{
gboolean tmp = cull_front;
cull_front = cull_back;
cull_back = tmp;
}
/* Front-facing texture */
validate_part (0, y_offset + draw_num, !cull_front);
/* Front-facing texture with flipped tex coords */
validate_part (1, y_offset + draw_num, !cull_front);
/* Back-facing texture */
validate_part (2, y_offset + draw_num, !cull_back);
/* Front-facing texture polygon */
validate_part (3, y_offset + draw_num, !cull_front);
/* Back-facing texture polygon */
validate_part (4, y_offset + draw_num, !cull_back);
}
}
static void
paint (TestState *state)
{
float stage_viewport[4];
CoglMatrix stage_projection;
CoglMatrix stage_modelview;
paint_test_backface_culling (state);
/*
* Now repeat the test but rendered to an offscreen
* framebuffer. Note that by default the conformance tests are
* always run to an offscreen buffer but we might as well have this
* check anyway in case it is being run with COGL_TEST_ONSCREEN=1
*/
cogl_get_viewport (stage_viewport);
cogl_get_projection_matrix (&stage_projection);
cogl_get_modelview_matrix (&stage_modelview);
cogl_push_framebuffer (state->offscreen);
cogl_set_viewport (stage_viewport[0],
stage_viewport[1],
stage_viewport[2],
stage_viewport[3]);
cogl_set_projection_matrix (&stage_projection);
cogl_set_modelview_matrix (&stage_modelview);
paint_test_backface_culling (state);
cogl_pop_framebuffer ();
/* Incase we want feedback of what was drawn offscreen we draw it
* to the stage... */
cogl_set_source_texture (state->offscreen_tex);
cogl_rectangle (0, TEXTURE_RENDER_SIZE * 16,
stage_viewport[2],
stage_viewport[3] + TEXTURE_RENDER_SIZE * 16);
validate_result (0);
validate_result (16);
}
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_NO_ATLAS,
COGL_PIXEL_FORMAT_RGBA_8888,
COGL_PIXEL_FORMAT_ANY,
TEXTURE_SIZE * 4,
tex_data);
g_free (tex_data);
return tex;
}
void
test_cogl_backface_culling (TestUtilsGTestFixture *fixture,
void *data)
{
TestUtilsSharedState *shared_state = data;
TestState state;
CoglHandle tex;
state.fb = shared_state->fb;
state.width = cogl_framebuffer_get_width (shared_state->fb);
state.height = cogl_framebuffer_get_height (shared_state->fb);
state.offscreen = COGL_INVALID_HANDLE;
state.texture = make_texture ();
tex = cogl_texture_new_with_size (state.width, state.height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY); /* internal fmt */
state.offscreen = cogl_offscreen_new_to_texture (tex);
state.offscreen_tex = tex;
paint (&state);
cogl_object_unref (state.offscreen);
cogl_handle_unref (state.offscreen_tex);
cogl_handle_unref (state.texture);
if (g_test_verbose ())
g_print ("OK\n");
}