summaryrefslogtreecommitdiff
path: root/tests/conform/test-just-vertex-shader.c
blob: 908fadef05a15609c4852f84213b8be319288242 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
#include <cogl/cogl.h>

#include <string.h>

#include "test-utils.h"

typedef struct _TestState
{
  int paddiing;
} TestState;

static CoglTexture *
create_dummy_texture (void)
{
  /* Create a dummy 1x1 green texture to replace the color from the
     vertex shader */
  static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };

  return cogl_texture_new_from_data (1, 1, /* size */
                                     COGL_TEXTURE_NONE,
                                     COGL_PIXEL_FORMAT_RGB_888,
                                     COGL_PIXEL_FORMAT_ANY,
                                     4, /* rowstride */
                                     data);
}

static void
paint_legacy (TestState *state)
{
  CoglHandle material = cogl_material_new ();
  CoglTexture *tex;
  CoglColor color;
  GError *error = NULL;
  CoglHandle shader, program;

  cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
  cogl_clear (&color, COGL_BUFFER_BIT_COLOR);

  /* 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 provided by a texture */
  tex = create_dummy_texture ();
  cogl_material_set_layer (material, 0, tex);
  cogl_object_unref (tex);
  if (!cogl_material_set_layer_combine (material, 0,
                                        "RGBA=REPLACE(TEXTURE)",
                                        &error))
    {
      g_warning ("Error setting layer combine: %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"
                      "  cogl_tex_coord_out[0] = cogl_tex_coord_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
paint (TestState *state)
{
  CoglPipeline *pipeline = cogl_pipeline_new (ctx);
  CoglTexture *tex;
  CoglColor color;
  GError *error = NULL;
  CoglHandle shader, program;

  cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
  cogl_clear (&color, COGL_BUFFER_BIT_COLOR);

  /* Set the primary vertex color as red */
  cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
  cogl_pipeline_set_color (pipeline, &color);

  /* Override the vertex color in the texture environment with a
     constant green color provided by a texture */
  tex = create_dummy_texture ();
  cogl_pipeline_set_layer_texture (pipeline, 0, tex);
  cogl_object_unref (tex);
  if (!cogl_pipeline_set_layer_combine (pipeline, 0,
                                        "RGBA=REPLACE(TEXTURE)",
                                        &error))
    {
      g_warning ("Error setting layer combine: %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"
                      "  cogl_tex_coord_out[0] = cogl_tex_coord_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 without the program */
  cogl_set_source (pipeline);
  cogl_rectangle (0, 0, 50, 50);

  /* Draw it again using the program. It should look exactly the same */
  cogl_pipeline_set_user_program (pipeline, program);
  cogl_handle_unref (program);

  cogl_rectangle (50, 0, 100, 50);
  cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);

  cogl_object_unref (pipeline);
}

static void
validate_result (CoglFramebuffer *framebuffer)
{
  /* Non-shader version */
  test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
  /* Shader version */
  test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
}

void
test_just_vertex_shader (void)
{
  TestState state;

  cogl_framebuffer_orthographic (fb,
                                 0, 0,
                                 cogl_framebuffer_get_width (fb),
                                 cogl_framebuffer_get_height (fb),
                                 -1,
                                 100);

  /* If shaders aren't supported then we can't run the test */
  if (cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
    {
      /* XXX: we have to push/pop a framebuffer since this test currently
       * uses the legacy cogl_rectangle() api. */
      cogl_push_framebuffer (fb);

      paint_legacy (&state);
      validate_result (fb);

      paint (&state);
      validate_result (fb);

      cogl_pop_framebuffer ();

      if (cogl_test_verbose ())
        g_print ("OK\n");
    }
  else if (cogl_test_verbose ())
    g_print ("Skipping\n");
}