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-rw-r--r--tests/conform/test-just-vertex-shader.c137
1 files changed, 137 insertions, 0 deletions
diff --git a/tests/conform/test-just-vertex-shader.c b/tests/conform/test-just-vertex-shader.c
new file mode 100644
index 00000000..886f354e
--- /dev/null
+++ b/tests/conform/test-just-vertex-shader.c
@@ -0,0 +1,137 @@
+#include <clutter/clutter.h>
+#include <string.h>
+
+#include "test-conform-common.h"
+
+static const ClutterColor stage_color = { 0x00, 0x00, 0xff, 0xff };
+
+static void
+draw_frame (void)
+{
+ CoglHandle material = cogl_material_new ();
+ CoglColor color;
+ GError *error = NULL;
+ CoglHandle shader, program;
+
+ /* Set the primary vertex color as red */
+ cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
+ cogl_material_set_color (material, &color);
+
+ /* Override the vertex color in the texture environment with a
+ constant green color */
+ cogl_color_set_from_4ub (&color, 0x00, 0xff, 0x00, 0xff);
+ cogl_material_set_layer_combine_constant (material, 0, &color);
+ if (!cogl_material_set_layer_combine (material, 0,
+ "RGBA=REPLACE(CONSTANT)",
+ &error))
+ {
+ g_warning ("Error setting blend constant: %s", error->message);
+ g_assert_not_reached ();
+ }
+
+ /* Set up a dummy vertex shader that does nothing but the usual
+ fixed function transform */
+ shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
+ cogl_shader_source (shader,
+ "void\n"
+ "main ()\n"
+ "{\n"
+ " cogl_position_out = "
+ "cogl_modelview_projection_matrix * "
+ "cogl_position_in;\n"
+ " cogl_color_out = cogl_color_in;\n"
+ "}\n");
+ cogl_shader_compile (shader);
+ if (!cogl_shader_is_compiled (shader))
+ {
+ char *log = cogl_shader_get_info_log (shader);
+ g_warning ("Shader compilation failed:\n%s", log);
+ g_free (log);
+ g_assert_not_reached ();
+ }
+
+ program = cogl_create_program ();
+ cogl_program_attach_shader (program, shader);
+ cogl_program_link (program);
+
+ cogl_handle_unref (shader);
+
+ /* Draw something using the material */
+ cogl_set_source (material);
+ cogl_rectangle (0, 0, 50, 50);
+
+ /* Draw it again using the program. It should look exactly the same */
+ cogl_program_use (program);
+ cogl_rectangle (50, 0, 100, 50);
+ cogl_program_use (COGL_INVALID_HANDLE);
+
+ cogl_handle_unref (material);
+ cogl_handle_unref (program);
+}
+
+static void
+validate_pixel (int x, int y)
+{
+ guint8 pixels[4];
+
+ cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER,
+ COGL_PIXEL_FORMAT_RGBA_8888_PRE, pixels);
+
+ /* The final color should be green. If it's blue then the layer
+ state is being ignored. If it's green then the stage is showing
+ through */
+ g_assert_cmpint (pixels[0], ==, 0x00);
+ g_assert_cmpint (pixels[1], ==, 0xff);
+ g_assert_cmpint (pixels[2], ==, 0x00);
+}
+
+static void
+validate_result (void)
+{
+ /* Non-shader version */
+ validate_pixel (25, 25);
+ /* Shader version */
+ validate_pixel (75, 25);
+}
+
+static void
+on_paint (void)
+{
+ draw_frame ();
+
+ validate_result ();
+
+ /* Comment this out to see what the test paints */
+ clutter_main_quit ();
+}
+
+void
+test_cogl_just_vertex_shader (TestUtilsGTestFixture *fixture,
+ void *data)
+{
+ ClutterActor *stage;
+ unsigned int paint_handler;
+
+ stage = clutter_stage_get_default ();
+
+ /* If shaders aren't supported then we can't run the test */
+ if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
+ {
+ clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
+
+ paint_handler = g_signal_connect_after (stage, "paint",
+ G_CALLBACK (on_paint), NULL);
+
+ clutter_actor_show (stage);
+
+ clutter_main ();
+
+ g_signal_handler_disconnect (stage, paint_handler);
+
+ if (g_test_verbose ())
+ g_print ("OK\n");
+ }
+ else if (g_test_verbose ())
+ g_print ("Skipping\n");
+}
+