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#include <clutter/clutter.h>
#include "test-conform-common.h"
#define N_TEXTURES 128
#define OPACITY_FOR_ROW(y) \
(0xff - ((y) & 0xf) * 0x10)
#define COLOR_FOR_SIZE(size) \
(colors + (size) % 3)
static const ClutterColor colors[] =
{ { 0xff, 0x00, 0x00, 0xff },
{ 0x00, 0xff, 0x00, 0xff },
{ 0x00, 0x00, 0xff, 0xff } };
static CoglHandle
create_texture (int size)
{
CoglHandle texture;
const ClutterColor *color;
guint8 *data, *p;
int x, y;
/* Create a red, green or blue texture depending on the size */
color = COLOR_FOR_SIZE (size);
p = data = g_malloc (size * size * 4);
/* Fill the data with the color but fade the opacity out with
increasing y coordinates so that we can see the blending it the
atlas migration accidentally blends with garbage in the
texture */
for (y = 0; y < size; y++)
{
int opacity = OPACITY_FOR_ROW (y);
for (x = 0; x < size; x++)
{
/* Store the colors premultiplied */
p[0] = color->red * opacity / 255;
p[1] = color->green * opacity / 255;
p[2] = color->blue * opacity / 255;
p[3] = opacity;
p += 4;
}
}
texture = cogl_texture_new_from_data (size, /* width */
size, /* height */
COGL_TEXTURE_NONE, /* flags */
/* format */
COGL_PIXEL_FORMAT_RGBA_8888,
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
/* rowstride */
size * 4,
data);
g_free (data);
return texture;
}
static void
verify_texture (CoglHandle texture, int size)
{
guint8 *data, *p;
int x, y;
const ClutterColor *color;
color = COLOR_FOR_SIZE (size);
p = data = g_malloc (size * size * 4);
cogl_texture_get_data (texture,
COGL_PIXEL_FORMAT_RGBA_8888,
size * 4,
data);
for (y = 0; y < size; y++)
{
int opacity = OPACITY_FOR_ROW (y);
for (x = 0; x < size; x++)
{
g_assert_cmpint (p[0], ==, color->red * opacity / 255);
g_assert_cmpint (p[1], ==, color->green * opacity / 255);
g_assert_cmpint (p[2], ==, color->blue * opacity / 255);
g_assert_cmpint (p[3], ==, opacity);
p += 4;
}
}
g_free (data);
}
void
test_cogl_atlas_migration (TestConformSimpleFixture *fixture,
gconstpointer data)
{
CoglHandle textures[N_TEXTURES];
int i, tex_num;
/* Create and destroy all of the textures a few times to increase
the chances that we'll end up reusing the buffers for previously
discarded atlases */
for (i = 0; i < 5; i++)
{
for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
textures[tex_num] = create_texture (tex_num + 1);
for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
cogl_object_unref (textures[tex_num]);
}
/* Create all the textures again */
for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
textures[tex_num] = create_texture (tex_num + 1);
/* Verify that they all still have the right data */
for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
verify_texture (textures[tex_num], tex_num + 1);
/* Destroy them all */
for (tex_num = 0; tex_num < N_TEXTURES; tex_num++)
cogl_object_unref (textures[tex_num]);
if (g_test_verbose ())
g_print ("OK\n");
}
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