31a9a4831f
Some tests don't need to wait for the frame callback when a surface is moved. This commit renames the move_client() helper function to move_client_frame_sync() so that tests which need synchronisation must explicitely request it. This allows to get 4 more tests using repaint only on capture and to speed up runtime. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
238 lines
7.4 KiB
C
238 lines
7.4 KiB
C
/*
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* Copyright © 2020 Collabora, Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "config.h"
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#include <stdio.h>
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#include <string.h>
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#include <sys/mman.h>
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#include "weston-test-client-helper.h"
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#include "weston-test-fixture-compositor.h"
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#define RENDERERS(s, t) \
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{ \
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.renderer = WESTON_RENDERER_PIXMAN, \
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.scale = s, \
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.transform = WL_OUTPUT_TRANSFORM_ ## t, \
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.transform_name = #t, \
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.gl_shadow_fb = false, \
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.meta.name = "pixman " #s " " #t, \
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}, \
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{ \
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.renderer = WESTON_RENDERER_GL, \
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.scale = s, \
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.transform = WL_OUTPUT_TRANSFORM_ ## t, \
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.transform_name = #t, \
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.gl_shadow_fb = false, \
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.meta.name = "GL no-shadow " #s " " #t, \
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}, \
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{ \
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.renderer = WESTON_RENDERER_GL, \
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.scale = s, \
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.transform = WL_OUTPUT_TRANSFORM_ ## t, \
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.transform_name = #t, \
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.gl_shadow_fb = true, \
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.meta.name = "GL shadow " #s " " #t, \
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}
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struct setup_args {
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struct fixture_metadata meta;
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enum weston_renderer_type renderer;
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int scale;
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enum wl_output_transform transform;
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const char *transform_name;
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bool gl_shadow_fb;
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};
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static const struct setup_args my_setup_args[] = {
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RENDERERS(1, NORMAL),
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RENDERERS(1, 90),
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RENDERERS(1, 180),
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RENDERERS(1, 270),
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RENDERERS(1, FLIPPED),
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RENDERERS(1, FLIPPED_90),
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RENDERERS(1, FLIPPED_180),
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RENDERERS(1, FLIPPED_270),
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RENDERERS(2, NORMAL),
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RENDERERS(3, NORMAL),
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RENDERERS(2, 90),
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RENDERERS(2, 180),
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RENDERERS(2, FLIPPED),
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RENDERERS(3, FLIPPED_270),
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};
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static enum test_result_code
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fixture_setup(struct weston_test_harness *harness, const struct setup_args *arg)
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{
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struct compositor_setup setup;
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/*
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* The width and height are chosen to produce 324x240 framebuffer, to
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* emulate keeping the video mode constant.
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* This resolution is divisible by 2 and 3.
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* Headless multiplies the given size by scale.
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*/
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compositor_setup_defaults(&setup);
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setup.renderer = arg->renderer;
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setup.width = 324 / arg->scale;
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setup.height = 240 / arg->scale;
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setup.scale = arg->scale;
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setup.transform = arg->transform;
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setup.shell = SHELL_TEST_DESKTOP;
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setup.refresh = HIGHEST_OUTPUT_REFRESH;
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/*
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* The test here works by swapping the whole wl_surface into a
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* different color but lying that there is only a small damage area.
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* Then the test checks that only the damage area gets the new color
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* on screen.
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*
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* The following quirk forces GL-renderer to update the whole texture
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* even for partial damage. Otherwise, GL-renderer would only copy the
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* damaged area from the wl_shm buffer into a GL texture.
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*
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* Those output_damage tests where the surface is scaled up by the
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* compositor will use bilinear texture sampling due to the policy
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* in the renderers.
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*
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* Pixman renderer never makes copies of wl_shm buffers, so bilinear
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* sampling there will always produce the expected result. However,
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* with GL-renderer if the texture is not updated beyond the strict
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* damage region, bilinear sampling will result in a blend of the old
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* and new colors at the edges of the damage rectangles. This blend
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* would be detrimental to testing the damage regions and would cause
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* test failures due to reference image mismatch. What we actually
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* want to see is the crisp outline of the damage rectangles.
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*/
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setup.test_quirks.gl_force_full_upload = true;
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if (arg->gl_shadow_fb) {
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/*
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* A second case for GL-renderer: the shadow framebuffer
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*
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* This tests blit_shadow_to_output() specifically. The quirk
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* forces the shadow framebuffer to be redrawn completely, which
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* means the test surface will be completely filled with a new
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* color regardless of damage. The blit uses damage too, and
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* the damage pattern that is tested for needs to appear in
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* that step.
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*
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* The quirk also ensures the shadow framebuffer is created
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* even if not needed.
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*/
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setup.test_quirks.gl_force_full_redraw_of_shadow_fb = true;
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/* To skip instead of fail the test if shadow not available */
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setup.test_quirks.required_capabilities = WESTON_CAP_COLOR_OPS;
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}
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return weston_test_harness_execute_as_client(harness, &setup);
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}
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DECLARE_FIXTURE_SETUP_WITH_ARG(fixture_setup, my_setup_args, meta);
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static void
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commit_buffer_with_damage(struct surface *surface,
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struct buffer *buffer,
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struct rectangle damage)
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{
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wl_surface_attach(surface->wl_surface, buffer->proxy, 0, 0);
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wl_surface_damage(surface->wl_surface, damage.x, damage.y,
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damage.width, damage.height);
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wl_surface_commit(surface->wl_surface);
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}
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/*
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* Test that Weston repaints exactly the damage a client sends to it.
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*
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* NOTE: This relies on the Weston implementation detail that Weston actually
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* will repaint exactly the client's damage and nothing more. This is not
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* generally true of Wayland compositors.
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*/
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TEST(output_damage)
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{
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#define COUNT_BUFS 3
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const struct setup_args *oargs;
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struct client *client;
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bool match = true;
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char *refname;
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int ret;
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struct buffer *buf[COUNT_BUFS];
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pixman_color_t colors[COUNT_BUFS];
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static const struct rectangle damages[COUNT_BUFS] = {
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{ 0 /* full damage */ },
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{ .x = 10, .y = 10, .width = 20, .height = 10 },
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{ .x = 43, .y = 47, .width = 5, .height = 50 },
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};
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int i;
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const int width = 140;
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const int height = 110;
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color_rgb888(&colors[0], 100, 100, 100); /* grey */
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color_rgb888(&colors[1], 0, 255, 255); /* cyan */
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color_rgb888(&colors[2], 0, 255, 0); /* green */
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oargs = &my_setup_args[get_test_fixture_index()];
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ret = asprintf(&refname, "output-damage_%d-%s",
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oargs->scale, oargs->transform_name);
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assert(ret);
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testlog("%s: %s\n", get_test_name(), refname);
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client = create_client();
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client->surface = create_test_surface(client);
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client->surface->width = width;
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client->surface->height = height;
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for (i = 0; i < COUNT_BUFS; i++) {
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buf[i] = create_shm_buffer_a8r8g8b8(client, width, height);
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fill_image_with_color(buf[i]->image, &colors[i]);
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}
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client->surface->buffer = buf[0];
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move_client_frame_sync(client, 19, 19);
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/*
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* Each time we commit a buffer with a different color, the damage box
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* should color just the box on the output.
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*/
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for (i = 1; i < COUNT_BUFS; i++) {
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commit_buffer_with_damage(client->surface, buf[i], damages[i]);
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if (!verify_screen_content(client, refname, i, NULL, i, NULL))
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match = false;
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}
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assert(match);
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for (i = 0; i < COUNT_BUFS; i++)
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buffer_destroy(buf[i]);
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client->surface->buffer = NULL;
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client_destroy(client);
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free(refname);
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}
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