0b8780f94c
The tests that were using GLSL or 3D textures were directly printing “Skipped” and then reporting success. Instead of doing this they now just try to continue without checking for the feature but the appropriate test requirement flag is now set in test-conform-main so the table of results will correctly display that is a failure. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit b8f918e44b243a5fa36d5f382a90bebb0de0728f)
203 lines
6.1 KiB
C
203 lines
6.1 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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int paddiing;
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} TestState;
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static CoglTexture *
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create_dummy_texture (void)
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{
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/* Create a dummy 1x1 green texture to replace the color from the
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vertex shader */
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static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };
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return cogl_texture_new_from_data (1, 1, /* size */
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888,
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COGL_PIXEL_FORMAT_ANY,
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4, /* rowstride */
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data);
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}
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static void
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paint_legacy (TestState *state)
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{
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CoglHandle material = cogl_material_new ();
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CoglTexture *tex;
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CoglColor color;
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CoglError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_material_set_color (material, &color);
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/* Override the vertex color in the texture environment with a
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constant green color provided by a texture */
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tex = create_dummy_texture ();
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cogl_material_set_layer (material, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something using the material */
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cogl_set_source (material);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_program_use (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_program_use (COGL_INVALID_HANDLE);
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cogl_handle_unref (material);
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cogl_handle_unref (program);
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}
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static void
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paint (TestState *state)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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CoglTexture *tex;
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CoglColor color;
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CoglError *error = NULL;
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CoglHandle shader, program;
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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/* Set the primary vertex color as red */
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cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
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cogl_pipeline_set_color (pipeline, &color);
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/* Override the vertex color in the texture environment with a
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constant green color provided by a texture */
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tex = create_dummy_texture ();
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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if (!cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA=REPLACE(TEXTURE)",
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&error))
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{
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g_warning ("Error setting layer combine: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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cogl_handle_unref (shader);
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/* Draw something without the program */
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, 50, 50);
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/* Draw it again using the program. It should look exactly the same */
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cogl_pipeline_set_user_program (pipeline, program);
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cogl_handle_unref (program);
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cogl_rectangle (50, 0, 100, 50);
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cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
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cogl_object_unref (pipeline);
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}
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static void
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validate_result (CoglFramebuffer *framebuffer)
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{
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/* Non-shader version */
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test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
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/* Shader version */
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test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
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}
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void
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test_just_vertex_shader (void)
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{
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TestState state;
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cogl_framebuffer_orthographic (test_fb,
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0, 0,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb),
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-1,
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100);
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/* XXX: we have to push/pop a framebuffer since this test currently
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* uses the legacy cogl_rectangle() api. */
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cogl_push_framebuffer (test_fb);
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paint_legacy (&state);
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validate_result (test_fb);
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paint (&state);
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validate_result (test_fb);
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cogl_pop_framebuffer ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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