Mercurial > sdl-ios-xcode
annotate test/automated/common/common.c @ 3468:789b97008d8a
My first OpenGL shader! Momma will be so proud!
This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque.
The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 05:29:31 +0000 |
parents | 6b182cbe38ac |
children | ab99313951cd |
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1 /** |
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2 * Automated SDL_Surface test. |
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3 * |
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4 * Written by Edgar Simo "bobbens" |
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5 * |
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6 * Released under Public Domain. |
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7 */ |
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8 |
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9 |
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10 #include "SDL.h" |
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11 #include "SDL_at.h" |
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12 |
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13 #include "common/common.h" |
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14 |
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15 |
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16 /** |
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17 * @brief Compares a surface and a surface image for equality. |
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18 */ |
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19 int surface_compare( SDL_Surface *sur, const SurfaceImage_t *img ) |
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20 { |
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21 int ret; |
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22 int i,j; |
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23 int bpp; |
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24 Uint8 *p, *pd; |
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25 |
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26 /* Make sure size is the same. */ |
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27 if ((sur->w != img->width) || (sur->h != img->height)) |
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28 return -1; |
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29 |
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30 SDL_LockSurface( sur ); |
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31 |
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32 ret = 0; |
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33 bpp = sur->format->BytesPerPixel; |
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34 |
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35 /* Compare image - should be same format. */ |
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36 for (j=0; j<sur->h; j++) { |
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37 for (i=0; i<sur->w; i++) { |
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38 p = (Uint8 *)sur->pixels + j * sur->pitch + i * bpp; |
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39 pd = (Uint8 *)img->pixel_data + (j*img->width + i) * img->bytes_per_pixel; |
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40 switch (bpp) { |
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41 case 1: |
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42 case 2: |
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43 case 3: |
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44 ret += 1; |
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45 printf("%d BPP not supported yet.\n",bpp); |
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46 break; |
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47 |
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48 case 4: |
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49 { |
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50 int dist = 0; |
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51 Uint8 R, G, B, A; |
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52 |
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53 SDL_GetRGBA(*(Uint32*)p, sur->format, &R, &G, &B, &A); |
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54 |
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55 if (img->bytes_per_pixel == 3) { |
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56 dist += (R-pd[0])*(R-pd[0]); |
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57 dist += (G-pd[1])*(G-pd[1]); |
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58 dist += (B-pd[2])*(B-pd[2]); |
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59 } else { |
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60 dist += (R-pd[0])*(R-pd[0]); |
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61 dist += (G-pd[1])*(G-pd[1]); |
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62 dist += (B-pd[2])*(B-pd[2]); |
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63 dist += (A-pd[3])*(A-pd[3]); |
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64 } |
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65 /* Allow up to sqrt(32) difference in blending accuracy */ |
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66 if (dist > 32) { |
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67 /*printf("pixel %d,%d varies by %d\n", i, j, dist);*/ |
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68 ++ret; |
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69 } |
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70 } |
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71 break; |
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72 } |
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73 } |
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74 } |
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75 |
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76 SDL_UnlockSurface( sur ); |
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77 |
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78 if (ret) { |
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79 SDL_SaveBMP(sur, "fail.bmp"); |
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80 |
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81 SDL_LockSurface( sur ); |
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82 |
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83 bpp = sur->format->BytesPerPixel; |
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84 |
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85 /* Compare image - should be same format. */ |
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86 if (bpp == 4) { |
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87 for (j=0; j<sur->h; j++) { |
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88 for (i=0; i<sur->w; i++) { |
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89 p = (Uint8 *)sur->pixels + j * sur->pitch + i * bpp; |
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90 pd = (Uint8 *)img->pixel_data + (j*img->width + i) * img->bytes_per_pixel; |
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91 Uint8 R, G, B, A; |
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92 |
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93 R = pd[0]; |
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94 G = pd[1]; |
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95 B = pd[2]; |
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96 if (img->bytes_per_pixel == 4) { |
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97 A = pd[3]; |
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98 } else { |
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99 A = 0; |
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100 } |
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101 *(Uint32*)p = (A << 24) | (R << 16) | (G << 8) | B; |
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102 } |
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103 } |
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104 } |
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105 |
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106 SDL_UnlockSurface( sur ); |
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107 |
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108 SDL_SaveBMP(sur, "good.bmp"); |
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109 } |
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110 return ret; |
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111 } |