diff test/automated/render/render.c @ 3259:22ac66da0765

Merged Edgar's code changes from Google Summer of Code 2009
author Sam Lantinga <slouken@libsdl.org>
date Mon, 07 Sep 2009 05:06:34 +0000
parents
children 116f74112e8a
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/automated/render/render.c	Mon Sep 07 05:06:34 2009 +0000
@@ -0,0 +1,1088 @@
+/**
+ * Automated SDL_Surface test.
+ *
+ * Written by Edgar Simo "bobbens"
+ *
+ * Released under Public Domain.
+ */
+
+
+#include "SDL.h"
+#include "SDL_at.h"
+
+#include "common/common.h"
+
+
+/*
+ * Pull in images for testcases.
+ */
+#include "common/images.h"
+
+
+#define SCREEN_W     80
+#define SCREEN_H     60
+
+#define FACE_W       img_face.width
+#define FACE_H       img_face.height
+
+
+/*
+ * Prototypes.
+ */
+static int render_compare( const char *msg, const SurfaceImage_t *s );
+static int render_isSupported( int code );
+static int render_hasDrawColor (void);
+static int render_hasBlendModes (void);
+static int render_hasTexColor (void);
+static int render_hasTexAlpha (void);
+static int render_clearScreen (void);
+/* Testcases. */
+static int render_testPrimitives (void);
+static int render_testPrimitivesBlend (void);
+static int render_testBlit (void);
+static int render_testBlitColour (void);
+static int render_testBlitAlpha (void);
+static int render_testBlitBlendMode( SDL_TextureID tface, int mode );
+static int render_testBlitBlend (void);
+
+
+/**
+ * @brief Compares screen pixels with image pixels.
+ *
+ *    @param msg Message on failure.
+ *    @param s Image to compare against.
+ *    @return 0 on success.
+ */
+static int render_compare( const char *msg, const SurfaceImage_t *s )
+{
+   (void) msg;
+   (void) s;
+   int ret;
+   void *pix;
+   SDL_Surface *testsur;
+
+   /* Allocate pixel space. */
+   pix = malloc( 4*80*60 );
+   if (SDL_ATassert( "malloc", pix!=NULL ))
+      return 1;
+
+   /* Read pixels. */
+#if 0
+   ret = SDL_RenderReadPixels( NULL, pix, 80*4 );
+   if (SDL_ATassert( "SDL_RenderReadPixels", ret==0) )
+      return 1;
+#else
+   int i, j;
+   Uint8 *buf = pix;
+   const Uint8 *read_pix;
+   Uint8 *write_pix;
+   for (j=0; j<s->height; j++) {
+      for (i=0; i<s->width; i++) {
+         read_pix  = &s->pixel_data[ (j*80 + i) * s->bytes_per_pixel ];
+         write_pix = &buf[ (j*80 + i) * 4 ];
+         write_pix[0] = read_pix[0];
+         write_pix[1] = read_pix[1];
+         write_pix[2] = read_pix[2];
+         write_pix[3] = SDL_ALPHA_OPAQUE;
+      }
+   }
+#endif
+
+   /* Create surface. */
+   testsur = SDL_CreateRGBSurfaceFrom( pix, 80, 60, 32, 80*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", testsur!=NULL ))
+      return 1;
+
+   /* Compare surface. */
+   ret = surface_compare( testsur, s );
+   if (SDL_ATassert( msg, ret==0 ))
+      return 1;
+
+   /* Clean up. */
+   SDL_FreeSurface( testsur );
+   free(pix);
+
+   return 0;
+}
+
+
+/**
+ * @brief Checks to see if functionality is supported.
+ */
+static int render_isSupported( int code )
+{
+   return (code == 0);
+}
+
+
+/**
+ * @brief Test to see if we can vary the draw colour.
+ */
+static int render_hasDrawColor (void)
+{
+   int ret, fail;
+   Uint8 r, g, b, a;
+
+   fail = 0;
+
+   /* Set colour. */
+   ret = SDL_SetRenderDrawColor( 100, 100, 100, 100 );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawColor( &r, &g, &b, &a );
+   if (!render_isSupported(ret))
+      fail = 1;
+   /* Restore natural. */
+   ret = SDL_SetRenderDrawColor( 0, 0, 0, SDL_ALPHA_OPAQUE );
+   if (!render_isSupported(ret))
+      fail = 1;
+
+   /* Something failed, consider not available. */
+   if (fail)
+      return 0;
+   /* Not set properly, consider failed. */
+   else if ((r != 100) || (g != 100) || (b != 100) || (a != 100))
+      return 0;
+   return 1;
+}
+
+
+/**
+ * @brief Test to see if we can vary the blend mode.
+ */
+static int render_hasBlendModes (void)
+{
+   int fail;
+   int ret;
+   int mode;
+
+   fail = 0;
+
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_BLEND );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawBlendMode( &mode );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = (mode != SDL_BLENDMODE_BLEND);
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_ADD );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawBlendMode( &mode );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = (mode != SDL_BLENDMODE_ADD);
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_MOD );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawBlendMode( &mode );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = (mode != SDL_BLENDMODE_MOD);
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_MASK );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawBlendMode( &mode );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = (mode != SDL_BLENDMODE_MASK);
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_NONE );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetRenderDrawBlendMode( &mode );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = (mode != SDL_BLENDMODE_NONE);
+   if (!render_isSupported(ret))
+      fail = 1;
+
+   return !fail;
+}
+
+
+/**
+ * @brief Loads the test face.
+ */
+static SDL_TextureID render_loadTestFace (void)
+{
+   SDL_Surface *face;
+   SDL_TextureID tface;
+
+   /* Create face surface. */
+   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
+         img_face.width, img_face.height, 32, img_face.width*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (face == NULL)
+      return 0;
+   tface = SDL_CreateTextureFromSurface( 0, face );
+   SDL_FreeSurface(face);
+
+   return tface;
+}
+
+
+/**
+ * @brief Test to see if can set texture colour mode.
+ */
+static int render_hasTexColor (void)
+{
+   int fail;
+   int ret;
+   SDL_TextureID tface;
+   Uint8 r, g, b;
+
+   /* Get test face. */
+   tface = render_loadTestFace();
+   if (tface == 0)
+      return 0;
+
+   /* See if supported. */
+   fail = 0;
+   ret = SDL_SetTextureColorMod( tface, 100, 100, 100 );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetTextureColorMod( tface, &r, &g, &b );
+   if (!render_isSupported(ret))
+      fail = 1;
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   if (fail)
+      return 0;
+   else if ((r != 100) || (g != 100) || (b != 100))
+      return 0;
+   return 1;
+}
+
+
+/**
+ * @brief Test to see if we can vary the alpha of the texture.
+ */
+static int render_hasTexAlpha (void)
+{
+   int fail;
+   int ret;
+   SDL_TextureID tface;
+   Uint8 a;
+
+   /* Get test face. */
+   tface = render_loadTestFace();
+   if (tface == 0)
+      return 0;
+
+   /* See if supported. */
+   fail = 0;
+   ret = SDL_SetTextureAlphaMod( tface, 100 );
+   if (!render_isSupported(ret))
+      fail = 1;
+   ret = SDL_GetTextureAlphaMod( tface, &a );
+   if (!render_isSupported(ret))
+      fail = 1;
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   if (fail)
+      return 0;
+   else if (a != 100)
+      return 0;
+   return 1;
+}
+
+
+/**
+ * @brief Clears the screen.
+ *
+ * @note We don't test for errors, but they shouldn't happen.
+ */
+static int render_clearScreen (void)
+{
+   int ret;
+
+   /* Set colour. */
+   ret = SDL_SetRenderDrawColor( 0, 0, 0, SDL_ALPHA_OPAQUE );
+   /*
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   */
+
+   /* Clear screen. */
+   ret = SDL_RenderFill( NULL );
+   /*
+   if (SDL_ATassert( "SDL_RenderFill", ret == 0))
+      return -1;
+   */
+
+   /* Set defaults. */
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_NONE );
+   /*
+   if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+      return -1;
+   */
+   ret = SDL_SetRenderDrawColor( 255, 255, 255, SDL_ALPHA_OPAQUE );
+   /*
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   */
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests the SDL primitives for rendering.
+ */
+static int render_testPrimitives (void)
+{
+   int ret;
+   int x, y;
+   SDL_Rect rect;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need drawcolour or just skip test. */
+   if (!render_hasDrawColor())
+      return 0;
+
+   /* Draw a rectangle. */
+   rect.x = 40;
+   rect.y = 0;
+   rect.w = 40;
+   rect.h = 80;
+   ret = SDL_SetRenderDrawColor( 13, 73, 200, SDL_ALPHA_OPAQUE );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( &rect );
+   if (SDL_ATassert( "SDL_RenderRect", ret == 0))
+      return -1;
+
+   /* Draw a rectangle. */
+   rect.x = 10;
+   rect.y = 10;
+   rect.w = 60;
+   rect.h = 40;
+   ret = SDL_SetRenderDrawColor( 200, 0, 100, SDL_ALPHA_OPAQUE );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( &rect );
+   if (SDL_ATassert( "SDL_RenderRect", ret == 0))
+      return -1;
+
+   /* Draw some points like so:
+    * X.X.X.X..
+    * .X.X.X.X.
+    * X.X.X.X.. */
+   for (y=0; y<3; y++) {
+      x = y % 2;
+      for (; x<80; x+=2) {
+         ret = SDL_SetRenderDrawColor( x*y, x*y/2, x*y/3, SDL_ALPHA_OPAQUE );
+         if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+            return -1;
+         ret = SDL_RenderPoint( x, y );
+         if (SDL_ATassert( "SDL_RenderPoint", ret == 0))
+            return -1;
+      }
+   }
+
+   /* Draw some lines. */
+   ret = SDL_SetRenderDrawColor( 0, 255, 0, SDL_ALPHA_OPAQUE );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_RenderLine( 0, 30, 80, 30 );
+   if (SDL_ATassert( "SDL_RenderLine", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawColor( 55, 55, 5, SDL_ALPHA_OPAQUE );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_RenderLine( 40, 30, 40, 60 );
+   if (SDL_ATassert( "SDL_RenderLine", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawColor( 5, 105, 105, SDL_ALPHA_OPAQUE );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_RenderLine( 0, 60, 80, 0 );
+   if (SDL_ATassert( "SDL_RenderLine", ret == 0))
+      return -1;
+
+   /* See if it's the same. */
+   if (render_compare( "Primitives output not the same.", &img_primitives ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests the SDL primitives with alpha for rendering.
+ */
+static int render_testPrimitivesBlend (void)
+{
+   int ret;
+   int i, j;
+   SDL_Rect rect;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need drawcolour and blendmode or just skip test. */
+   if (!render_hasDrawColor() || !render_hasBlendModes())
+      return 0;
+
+   /* Create some rectangles for each blend mode. */
+   ret = SDL_SetRenderDrawColor( 255, 255, 255, 0 );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_NONE );
+   if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( NULL );
+   if (SDL_ATassert( "SDL_RenderFill", ret == 0))
+      return -1;
+   rect.x = 10;
+   rect.y = 25;
+   rect.w = 40;
+   rect.h = 25;
+   ret = SDL_SetRenderDrawColor( 240, 10, 10, 75 );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_ADD );
+   if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( &rect );
+   if (SDL_ATassert( "SDL_RenderFill", ret == 0))
+      return -1;
+   rect.x = 30;
+   rect.y = 40;
+   rect.w = 45;
+   rect.h = 15;
+   ret = SDL_SetRenderDrawColor( 10, 240, 10, 100 );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_BLEND );
+   if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( &rect );
+   if (SDL_ATassert( "SDL_RenderFill", ret == 0))
+      return -1;
+   rect.x = 25;
+   rect.y = 25;
+   rect.w = 25;
+   rect.h = 25;
+   ret = SDL_SetRenderDrawColor( 10, 10, 240, 125 );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+   ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_MOD );
+   if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+      return -1;
+   ret = SDL_RenderFill( &rect );
+   if (SDL_ATassert( "SDL_RenderFill", ret == 0))
+      return -1;
+
+   /* Draw blended lines, lines for everyone. */
+   for (i=0; i<SCREEN_W; i+=2)  {
+      ret = SDL_SetRenderDrawColor( 60+2*i, 240-2*i, 50, 3*i );
+      if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+         return -1;
+      ret = SDL_SetRenderDrawBlendMode((((i/2)%3)==0) ? SDL_BLENDMODE_BLEND :
+            (((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
+      if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+         return -1;
+      ret = SDL_RenderLine( 0, 0, i, 59 );
+      if (SDL_ATassert( "SDL_RenderLine", ret == 0))
+         return -1;
+   }
+   for (i=0; i<SCREEN_H; i+=2)  {
+      ret = SDL_SetRenderDrawColor( 60+2*i, 240-2*i, 50, 3*i );
+      if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+         return -1;
+      ret = SDL_SetRenderDrawBlendMode((((i/2)%3)==0) ? SDL_BLENDMODE_BLEND :
+            (((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
+      if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+         return -1;
+      ret = SDL_RenderLine( 0, 0, 79, i );
+      if (SDL_ATassert( "SDL_RenderLine", ret == 0))
+         return -1;
+   }
+
+   /* Draw points. */
+   for (j=0; j<SCREEN_H; j+=3) {
+      for (i=0; i<SCREEN_W; i+=3) {
+         ret = SDL_SetRenderDrawColor( j*4, i*3, j*4, i*3 );
+         if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+            return -1;
+         ret = SDL_SetRenderDrawBlendMode( ((((i+j)/3)%3)==0) ? SDL_BLENDMODE_BLEND :
+               ((((i+j)/3)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
+         if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+            return -1;
+         ret = SDL_RenderPoint( i, j );
+         if (SDL_ATassert( "SDL_RenderPoint", ret == 0))
+            return -1;
+      }
+   }
+
+   /* See if it's the same. */
+   if (render_compare( "Blended primitives output not the same.", &img_primitives ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests some blitting routines.
+ */
+static int render_testBlit (void)
+{
+   int ret;
+   SDL_Rect rect;
+   SDL_Surface *face;
+   SDL_TextureID tface;
+   int i, j, ni, nj;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need drawcolour or just skip test. */
+   if (!render_hasDrawColor())
+      return 0;
+
+   /* Create face surface. */
+   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
+         img_face.width, img_face.height, 32, img_face.width*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
+      return -1;
+   tface = SDL_CreateTextureFromSurface( 0, face );
+   if (SDL_ATassert( "SDL_CreateTextureFromSurface", tface != 0))
+      return -1;
+
+   /* Constant values. */
+   rect.w = face->w;
+   rect.h = face->h;
+   ni     = SCREEN_W - face->w;
+   nj     = SCREEN_H - face->h;
+
+   /* Clean up. */
+   SDL_FreeSurface( face );
+
+   /* Loop blit. */
+   for (j=0; j <= nj; j+=4) {
+      for (i=0; i <= ni; i+=4) {
+         /* Blitting. */
+         rect.x = i;
+         rect.y = j;
+         ret = SDL_RenderCopy( tface, NULL, &rect );
+         if (SDL_ATassert( "SDL_RenderCopy", ret == 0))
+            return -1;
+      }
+   }
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   /* See if it's the same. */
+   if (render_compare( "Blit output not the same.", &img_blit ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Blits doing colour tests.
+ */
+static int render_testBlitColour (void)
+{
+   int ret;
+   SDL_Rect rect;
+   SDL_Surface *face;
+   SDL_TextureID tface;
+   int i, j, ni, nj;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need drawcolour or just skip test. */
+   if (!render_hasTexColor())
+      return 0;
+
+   /* Create face surface. */
+   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
+         img_face.width, img_face.height, 32, img_face.width*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
+      return -1;
+   tface = SDL_CreateTextureFromSurface( 0, face );
+   if (SDL_ATassert( "SDL_CreateTextureFromSurface", tface != 0))
+      return -1;
+
+   /* Constant values. */
+   rect.w = face->w;
+   rect.h = face->h;
+   ni     = SCREEN_W - face->w;
+   nj     = SCREEN_H - face->h;
+
+   /* Clean up. */
+   SDL_FreeSurface( face );
+
+   /* Test blitting with colour mod. */
+   for (j=0; j <= nj; j+=4) {
+      for (i=0; i <= ni; i+=4) {
+         /* Set colour mod. */
+         ret = SDL_SetTextureColorMod( tface, (255/nj)*j, (255/ni)*i, (255/nj)*j );
+         if (SDL_ATassert( "SDL_SetTextureColorMod", ret == 0))
+            return -1;
+
+         /* Blitting. */
+         rect.x = i;
+         rect.y = j;
+         ret = SDL_RenderCopy( tface, NULL, &rect );
+         if (SDL_ATassert( "SDL_RenderCopy", ret == 0))
+            return -1;
+      }
+   }
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   /* See if it's the same. */
+   if (render_compare( "Blit output not the same (using SDL_SetTextureColorMod).",
+            &img_blitColour ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests blitting with alpha.
+ */
+static int render_testBlitAlpha (void)
+{
+   int ret;
+   SDL_Rect rect;
+   SDL_Surface *face;
+   SDL_TextureID tface;
+   int i, j, ni, nj;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need alpha or just skip test. */
+   if (!render_hasTexAlpha())
+      return 0;
+
+   /* Create face surface. */
+   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
+         img_face.width, img_face.height, 32, img_face.width*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
+      return -1;
+   tface = SDL_CreateTextureFromSurface( 0, face );
+   if (SDL_ATassert( "SDL_CreateTextureFromSurface", tface != 0))
+      return -1;
+
+   /* Constant values. */
+   rect.w = face->w;
+   rect.h = face->h;
+   ni     = SCREEN_W - face->w;
+   nj     = SCREEN_H - face->h;
+
+   /* Clean up. */
+   SDL_FreeSurface( face );
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Test blitting with alpha mod. */
+   for (j=0; j <= nj; j+=4) {
+      for (i=0; i <= ni; i+=4) {
+         /* Set alpha mod. */
+         ret = SDL_SetTextureAlphaMod( tface, (255/ni)*i );
+         if (SDL_ATassert( "SDL_SetTextureAlphaMod", ret == 0))
+            return -1;
+
+         /* Blitting. */
+         rect.x = i;
+         rect.y = j;
+         ret = SDL_RenderCopy( tface, NULL, &rect );
+         if (SDL_ATassert( "SDL_RenderCopy", ret == 0))
+            return -1;
+      }
+   }
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   /* See if it's the same. */
+   if (render_compare( "Blit output not the same (using SDL_SetSurfaceAlphaMod).",
+            &img_blitAlpha ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests a blend mode.
+ */
+static int render_testBlitBlendMode( SDL_TextureID tface, int mode )
+{
+   int ret;
+   int i, j, ni, nj;
+   SDL_Rect rect;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Steps to take. */
+   ni     = SCREEN_W - FACE_W;
+   nj     = SCREEN_H - FACE_H;
+
+   /* Constant values. */
+   rect.w = FACE_W;
+   rect.h = FACE_H;
+
+   /* Test blend mode. */
+   for (j=0; j <= nj; j+=4) {
+      for (i=0; i <= ni; i+=4) {
+         /* Set blend mode. */
+         ret = SDL_SetRenderDrawBlendMode( mode );
+         if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+            return -1;
+
+         /* Blitting. */
+         rect.x = i;
+         rect.y = j;
+         ret = SDL_RenderCopy( tface, NULL, &rect );
+         if (SDL_ATassert( "SDL_RenderCopy", ret == 0))
+            return -1;
+      }
+   }
+
+   return 0;
+}
+
+
+/**
+ * @brief Tests some more blitting routines.
+ */
+static int render_testBlitBlend (void)
+{
+   int ret;
+   SDL_Rect rect;
+   SDL_Surface *face;
+   SDL_TextureID tface;
+   int i, j, ni, nj;
+   int mode;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Need drawcolour and blendmode or just skip test. */
+   if (!render_hasBlendModes() || !render_hasTexColor() || !render_hasTexAlpha())
+      return 0;
+
+   /* Create face surface. */
+   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
+         img_face.width, img_face.height, 32, img_face.width*4,
+         RMASK, GMASK, BMASK, AMASK );
+   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
+      return -1;
+   tface = SDL_CreateTextureFromSurface( 0, face );
+   if (SDL_ATassert( "SDL_CreateTextureFromSurface", tface != 0))
+      return -1;
+
+   /* Steps to take. */
+   ni     = SCREEN_W - FACE_W;
+   nj     = SCREEN_H - FACE_H;
+
+   /* Constant values. */
+   rect.w = face->w;
+   rect.h = face->h;
+
+   /* Clean up. */
+   SDL_FreeSurface( face );
+
+   /* Set alpha mod. */
+   ret = SDL_SetRenderDrawColor( 255, 255, 255, 100 );
+   if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+      return -1;
+
+   /* Test None. */
+   if (render_testBlitBlendMode( tface, SDL_BLENDMODE_NONE ))
+      return -1;
+   /* See if it's the same. */
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_NONE).",
+            &img_blitAlpha ))
+      return -1;
+
+   /* Test Mask. */
+   if (render_testBlitBlendMode( tface, SDL_BLENDMODE_MASK ))
+      return -1;
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_MASK).",
+            &img_blendMask ))
+      return -1;
+
+   /* Test Blend. */
+   if (render_testBlitBlendMode( tface, SDL_BLENDMODE_BLEND ))
+      return -1;
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_BLEND).",
+            &img_blendBlend ))
+      return -1;
+
+   /* Test Add. */
+   if (render_testBlitBlendMode( tface, SDL_BLENDMODE_ADD ))
+      return -1;
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_ADD).",
+            &img_blendAdd ))
+      return -1;
+
+   /* Test Mod. */
+   if (render_testBlitBlendMode( tface, SDL_BLENDMODE_MOD ))
+      return -1;
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_MOD).",
+            &img_blendMod ))
+      return -1;
+
+   /* Clear surface. */
+   if (render_clearScreen())
+      return -1;
+
+   /* Loop blit. */
+   for (j=0; j <= nj; j+=4) {
+      for (i=0; i <= ni; i+=4) {
+
+         /* Set colour mod. */
+         ret = SDL_SetRenderDrawColor( (255/nj)*j, (255/ni)*i, (255/nj)*j, (100/ni)*i );
+         if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
+            return -1;
+
+         /* Crazy blending mode magic. */
+         mode = (i/4*j/4) % 4;
+         if (mode==0) mode = SDL_BLENDMODE_MASK;
+         else if (mode==1) mode = SDL_BLENDMODE_BLEND;
+         else if (mode==2) mode = SDL_BLENDMODE_ADD;
+         else if (mode==3) mode = SDL_BLENDMODE_MOD;
+         ret = SDL_SetRenderDrawBlendMode( mode );
+         if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
+            return -1;
+
+         /* Blitting. */
+         rect.x = i;
+         rect.y = j;
+         ret = SDL_RenderCopy( tface, NULL, &rect );
+         if (SDL_ATassert( "SDL_RenderCopy", ret == 0))
+            return -1;
+      }
+   }
+
+   /* Clean up. */
+   SDL_DestroyTexture( tface );
+
+   /* Check to see if matches. */
+   if (render_compare( "Blit blending output not the same (using SDL_BLENDMODE_*).",
+            &img_blendAll ))
+      return -1;
+
+   return 0;
+}
+
+
+/**
+ * @brief Runs all the tests on the surface.
+ *
+ *    @return 0 on success.
+ */
+int render_runTests (void)
+{
+   int ret;
+  
+   /* No error. */
+   ret = 0;
+
+   /* Test functionality first. */
+   if (render_hasDrawColor())
+      SDL_ATprintVerbose( 1, "      Draw Color supported\n" );
+   if (render_hasBlendModes())
+      SDL_ATprintVerbose( 1, "      Blend Modes supported\n" );
+   if (render_hasTexColor())
+      SDL_ATprintVerbose( 1, "      Texture Color Mod supported\n" );
+   if (render_hasTexAlpha())
+      SDL_ATprintVerbose( 1, "      Texture Alpha Mod supported\n" );
+
+   /* Software surface blitting. */
+   ret = render_testPrimitives();
+   if (ret)
+      return -1;
+   ret = render_testPrimitivesBlend();
+   if (ret)
+      return -1;
+   ret = render_testBlit();
+   if (ret)
+      return -1;
+   ret = render_testBlitColour();
+   if (ret)
+      return -1;
+   ret = render_testBlitAlpha();
+   if (ret)
+      return -1;
+   ret = render_testBlitBlend();
+
+
+   return ret;
+}
+
+
+/**
+ * @brief Entry point.
+ *
+ * This testsuite is tricky, we're creating a testsuite per driver, the thing
+ *  is we do quite a of stuff outside of the actual testcase which *could*
+ *  give issues. Don't like that very much, but no way around without creating
+ *  superfluous testsuites.
+ */
+#ifdef TEST_STANDALONE
+int main( int argc, const char *argv[] )
+{
+   (void) argc;
+   (void) argv;
+#else /* TEST_STANDALONE */
+int test_render (void)
+{
+#endif /* TEST_STANDALONE */
+   int failed;
+   int i, j, nd, nr;
+   int ret;
+   const char *driver, *str;
+   char msg[256];
+   SDL_WindowID wid;
+   SDL_RendererInfo renderer;
+
+   /* Initializes the SDL subsystems. */
+   ret = SDL_Init(0);
+   if (ret != 0)
+      return -1;
+
+   /* Get number of drivers. */
+   nd = SDL_GetNumVideoDrivers();
+   if (nd < 0)
+      goto err;
+   SDL_ATprintVerbose( 1, "%d Video Drivers found\n", nd );
+
+   /* Now run on the video mode. */
+   ret = SDL_InitSubSystem( SDL_INIT_VIDEO );
+   if (ret != 0)
+      goto err;
+
+   /*
+    * Surface on video mode tests.
+    */
+   /* Run for all video modes. */
+   failed = 0;
+   for (i=0; i<nd; i++) {
+      /* Get video mode. */
+      driver = SDL_GetVideoDriver(i);
+      if (driver == NULL)
+         goto err;
+      SDL_ATprintVerbose( 1, " %d) %s\n", i+1, driver );
+      /* Hack to avoid dummy driver. */
+      if (strcmp(driver,"dummy")==0)
+         continue;
+
+      /*
+       * Initialize testsuite.
+       */
+      snprintf( msg, sizeof(msg) , "Rendering with %s driver", driver );
+      SDL_ATinit( msg );
+
+      /*
+       * Initialize.
+       */
+      SDL_ATbegin( "Initializing video mode" );
+      /* Initialize video mode. */
+      ret = SDL_VideoInit( driver, 0 );
+      if (SDL_ATvassert( ret==0, "SDL_VideoInit( %s, 0 )", driver ))
+         goto err;
+      /* Check to see if it's the one we want. */
+      str = SDL_GetCurrentVideoDriver();
+      if (SDL_ATassert( "SDL_GetCurrentVideoDriver", strcmp(driver,str)==0))
+         goto err;
+      /* Create window. */
+      wid = SDL_CreateWindow( msg, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+            80, 60, 0 );
+      if (SDL_ATassert( "SDL_CreateWindow", wid!=0 ))
+         goto err;
+      /* Check title. */
+      str = SDL_GetWindowTitle( wid );
+      if (SDL_ATassert( "SDL_GetWindowTitle", strcmp(msg,str)==0))
+         goto err;
+      /* Get renderers. */
+      nr = SDL_GetNumRenderDrivers();
+      if (SDL_ATassert("SDL_GetNumRenderDrivers", nr>=0))
+         goto err;
+      SDL_ATprintVerbose( 1, "   %d Render Drivers\n", nr );
+      SDL_ATend();
+      for (j=0; j<nr; j++) {
+
+         /* Get renderer info. */
+         ret = SDL_GetRenderDriverInfo( j, &renderer );
+         if (ret != 0)
+            goto err;
+         /* Set testcase name. */
+         snprintf( msg, sizeof(msg), "Renderer %s", renderer.name );
+         SDL_ATprintVerbose( 1, "    %d) %s\n", j+1, renderer.name );
+         SDL_ATbegin( msg );
+         /* Set renderer. */
+         ret = SDL_CreateRenderer( wid, j, 0 );
+         if (SDL_ATassert( "SDL_CreateRenderer", ret==0 ))
+            goto err;
+
+         /*
+          * Run tests.
+          */
+         ret = render_runTests();
+         if (ret)
+            continue;
+
+         SDL_ATend();
+      }
+
+      /* Exit the current renderer. */
+      SDL_VideoQuit();
+
+      /*
+       * Finish testsuite.
+       */
+      failed += SDL_ATfinish();
+   }
+
+
+   /* Exit SDL. */
+   SDL_Quit();
+
+   return failed;
+
+err:
+   return 1;
+}
+