[cogl/wip/rib/cogl-1.12: 94/142] conform: Adds a gles2 context test
- From: Robert Bragg <rbragg src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [cogl/wip/rib/cogl-1.12: 94/142] conform: Adds a gles2 context test
- Date: Wed, 1 Aug 2012 07:10:09 +0000 (UTC)
commit 80997a240793ffa88e698ab895ea01d539e43220
Author: Robert Bragg <robert linux intel com>
Date: Thu Apr 19 18:48:19 2012 +0100
conform: Adds a gles2 context test
This adds a conformance test that creates a GLES2 context via the cogl
api and verifies clearing an offscreen framebuffer via the gles2 api,
and switching back and forth between the Cogl and GLES2 apis.
Reviewed-by: Neil Roberts <neil linux intel com>
(cherry picked from commit 9369c60a596c0cbc7a8bb9a45d7b8ffb6a848311)
tests/conform/Makefile.am | 1 +
tests/conform/test-conform-main.c | 2 +
tests/conform/test-gles2-context.c | 385 ++++++++++++++++++++++++++++++++++++
3 files changed, 388 insertions(+), 0 deletions(-)
---
diff --git a/tests/conform/Makefile.am b/tests/conform/Makefile.am
index ab464ec..cfd8a8c 100644
--- a/tests/conform/Makefile.am
+++ b/tests/conform/Makefile.am
@@ -54,6 +54,7 @@ test_sources = \
test-point-sprite.c \
test-no-gl-header.c \
test-version.c \
+ test-gles2-context.c \
$(NULL)
test_conformance_SOURCES = $(common_sources) $(test_sources)
diff --git a/tests/conform/test-conform-main.c b/tests/conform/test-conform-main.c
index 08968c9..72e22c7 100644
--- a/tests/conform/test-conform-main.c
+++ b/tests/conform/test-conform-main.c
@@ -99,6 +99,8 @@ main (int argc, char **argv)
UNPORTED_TEST (test_viewport);
+ ADD_TEST (test_gles2_context, 0);
+
g_printerr ("Unknown test name \"%s\"\n", argv[1]);
return 1;
diff --git a/tests/conform/test-gles2-context.c b/tests/conform/test-gles2-context.c
new file mode 100644
index 0000000..6d27706
--- /dev/null
+++ b/tests/conform/test-gles2-context.c
@@ -0,0 +1,385 @@
+
+#include <cogl/cogl.h>
+#include <cogl/cogl-gles2.h>
+#include <string.h>
+
+#include "test-utils.h"
+
+typedef struct _TestState
+{
+ CoglTexture *offscreen_texture;
+ CoglOffscreen *offscreen;
+ CoglGLES2Context *gles2_ctx;
+ const CoglGLES2Vtable *gles2;
+} TestState;
+
+static void
+test_push_pop_single_context (void)
+{
+ CoglTexture *offscreen_texture;
+ CoglOffscreen *offscreen;
+ CoglPipeline *pipeline;
+ CoglGLES2Context *gles2_ctx;
+ const CoglGLES2Vtable *gles2;
+ GError *error = NULL;
+
+ offscreen_texture = COGL_TEXTURE (
+ cogl_texture_2d_new_with_size (ctx,
+ cogl_framebuffer_get_width (fb),
+ cogl_framebuffer_get_height (fb),
+ COGL_PIXEL_FORMAT_ANY,
+ NULL));
+ offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
+
+ pipeline = cogl_pipeline_new (ctx);
+ cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
+
+ gles2_ctx = cogl_gles2_context_new (ctx, &error);
+ if (!gles2_ctx)
+ g_error ("Failed to create GLES2 context: %s\n", error->message);
+
+ gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
+
+ /* Clear onscreen to 0xffff00 using GLES2 */
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ fb,
+ fb,
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glClearColor (1, 1, 0, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xffff00ff);
+
+ /* Clear offscreen to 0xff0000 using GLES2 and then copy the result
+ * onscreen.
+ *
+ * If we fail to bind the new context here then we'd probably end up
+ * clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
+ * instead.
+ */
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ COGL_FRAMEBUFFER (offscreen),
+ COGL_FRAMEBUFFER (offscreen),
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glClearColor (1, 0, 0, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+
+ cogl_pop_gles2_context (ctx);
+
+ cogl_framebuffer_draw_rectangle (fb,
+ pipeline,
+ -1, 1, 1, -1);
+ /* NB: Cogl doesn't automatically support mid-scene modifications
+ * of textures and so we explicitly flush the drawn rectangle to the
+ * framebuffer now otherwise it may be batched until after the
+ * offscreen texture has been modified again. */
+ cogl_flush ();
+
+ /* Clear the offscreen framebuffer to blue using GLES2 before
+ * reading back from the onscreen framebuffer in case we mistakenly
+ * read from the offscreen framebuffer and get a false positive
+ */
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ COGL_FRAMEBUFFER (offscreen),
+ COGL_FRAMEBUFFER (offscreen),
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glClearColor (0, 0, 1, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
+
+ /* Now copy the offscreen blue clear to the onscreen framebufer and
+ * check that too */
+ cogl_framebuffer_draw_rectangle (fb,
+ pipeline,
+ -1, 1, 1, -1);
+
+ test_utils_check_pixel (fb, 0, 0, 0x0000ffff);
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ fb,
+ fb,
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glClearColor (1, 0, 1, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xff00ffff);
+
+
+ cogl_object_unref (gles2_ctx);
+
+ cogl_object_unref (pipeline);
+}
+
+static void
+create_gles2_context (CoglTexture **offscreen_texture,
+ CoglOffscreen **offscreen,
+ CoglPipeline **pipeline,
+ CoglGLES2Context **gles2_ctx,
+ const CoglGLES2Vtable **gles2)
+{
+ GError *error = NULL;
+
+ *offscreen_texture = COGL_TEXTURE (
+ cogl_texture_2d_new_with_size (ctx,
+ cogl_framebuffer_get_width (fb),
+ cogl_framebuffer_get_height (fb),
+ COGL_PIXEL_FORMAT_ANY,
+ NULL));
+ *offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
+
+ *pipeline = cogl_pipeline_new (ctx);
+ cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
+
+ *gles2_ctx = cogl_gles2_context_new (ctx, NULL);
+ if (!*gles2_ctx)
+ g_error ("Failed to create GLES2 context: %s\n", error->message);
+
+ *gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
+}
+
+static void
+test_push_pop_multi_context (void)
+{
+ CoglTexture *offscreen_texture0;
+ CoglOffscreen *offscreen0;
+ CoglPipeline *pipeline0;
+ CoglGLES2Context *gles2_ctx0;
+ const CoglGLES2Vtable *gles20;
+ CoglTexture *offscreen_texture1;
+ CoglOffscreen *offscreen1;
+ CoglPipeline *pipeline1;
+ CoglGLES2Context *gles2_ctx1;
+ const CoglGLES2Vtable *gles21;
+ GError *error = NULL;
+
+ create_gles2_context (&offscreen_texture0,
+ &offscreen0,
+ &pipeline0,
+ &gles2_ctx0,
+ &gles20);
+
+ create_gles2_context (&offscreen_texture1,
+ &offscreen1,
+ &pipeline1,
+ &gles2_ctx1,
+ &gles21);
+
+ cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx0,
+ COGL_FRAMEBUFFER (offscreen0),
+ COGL_FRAMEBUFFER (offscreen0),
+ &error))
+ {
+ g_error ("Failed to push gles2 context 0: %s\n", error->message);
+ }
+
+ gles20->glClearColor (1, 0, 0, 1);
+ gles20->glClear (GL_COLOR_BUFFER_BIT);
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx1,
+ COGL_FRAMEBUFFER (offscreen1),
+ COGL_FRAMEBUFFER (offscreen1),
+ &error))
+ {
+ g_error ("Failed to push gles2 context 1: %s\n", error->message);
+ }
+
+ gles21->glClearColor (0, 1, 0, 1);
+ gles21->glClear (GL_COLOR_BUFFER_BIT);
+
+ cogl_pop_gles2_context (ctx);
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xffffffff);
+
+ cogl_framebuffer_draw_rectangle (fb,
+ pipeline0,
+ -1, 1, 1, -1);
+
+ test_utils_check_pixel (fb, 0, 0, 0xff0000ff);
+
+ cogl_framebuffer_draw_rectangle (fb,
+ pipeline1,
+ -1, 1, 1, -1);
+
+ test_utils_check_pixel (fb, 0, 0, 0x00ff00ff);
+}
+
+static GLuint
+create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
+ int width,
+ int height)
+{
+ GLuint texture_handle;
+ GLuint fbo_handle;
+ GLenum status;
+
+ gles2->glGenTextures (1, &texture_handle);
+ gles2->glGenFramebuffers (1, &fbo_handle);
+
+ gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
+ gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, NULL);
+ gles2->glBindTexture (GL_TEXTURE_2D, 0);
+
+ gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
+ gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture_handle, 0);
+
+ status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
+ printf ("status for gles2 framebuffer = 0x%x %s\n",
+ status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
+
+ gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
+
+ return fbo_handle;
+}
+
+static void
+test_gles2_read_pixels (void)
+{
+ CoglTexture *offscreen_texture;
+ CoglOffscreen *offscreen;
+ CoglPipeline *pipeline;
+ CoglGLES2Context *gles2_ctx;
+ const CoglGLES2Vtable *gles2;
+ GError *error = NULL;
+ GLubyte pixel[3];
+ GLuint fbo_handle;
+
+ create_gles2_context (&offscreen_texture,
+ &offscreen,
+ &pipeline,
+ &gles2_ctx,
+ &gles2);
+
+ cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
+
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ COGL_FRAMEBUFFER (offscreen),
+ COGL_FRAMEBUFFER (offscreen),
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glClearColor (1, 0, 0, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+ gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
+
+ g_assert (pixel[0] == 0xff);
+ g_assert (pixel[1] == 0);
+ g_assert (pixel[2] == 0);
+
+ fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
+
+ gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
+
+ gles2->glClearColor (0, 1, 0, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+ gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
+
+ g_assert (pixel[0] == 0);
+ g_assert (pixel[1] == 0xff);
+ g_assert (pixel[2] == 0);
+
+ gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
+
+ gles2->glClearColor (0, 1, 1, 1);
+ gles2->glClear (GL_COLOR_BUFFER_BIT);
+ gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
+
+ g_assert (pixel[0] == 0);
+ g_assert (pixel[1] == 0xff);
+ g_assert (pixel[2] == 0xff);
+
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xffffffff);
+
+ /* Bind different read and write buffers */
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ COGL_FRAMEBUFFER (offscreen),
+ fb,
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
+
+ g_assert (pixel[0] == 0);
+ g_assert (pixel[1] == 0xff);
+ g_assert (pixel[2] == 0xff);
+
+ cogl_pop_gles2_context (ctx);
+
+ test_utils_check_pixel (fb, 0, 0, 0xffffffff);
+
+ /* Bind different read and write buffers (the other way around from
+ * before so when we test with COGL_TEST_ONSCREEN=1 we will read
+ * from an onscreen framebuffer) */
+ if (!cogl_push_gles2_context (ctx,
+ gles2_ctx,
+ fb,
+ COGL_FRAMEBUFFER (offscreen),
+ &error))
+ {
+ g_error ("Failed to push gles2 context: %s\n", error->message);
+ }
+
+ gles2->glReadPixels (0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel);
+
+ g_assert (pixel[0] == 0xff);
+ g_assert (pixel[1] == 0xff);
+ g_assert (pixel[2] == 0xff);
+
+ cogl_pop_gles2_context (ctx);
+}
+
+void
+test_gles2_context (void)
+{
+ test_push_pop_single_context ();
+ test_push_pop_multi_context ();
+ test_gles2_read_pixels ();
+
+ if (cogl_test_verbose ())
+ g_print ("OK\n");
+}
[
Date Prev][
Date Next] [
Thread Prev][
Thread Next]
[
Thread Index]
[
Date Index]
[
Author Index]