Mercurial > sdl-ios-xcode
view test/automated/render/render.c @ 3274:08574b033f37
Removed outdated Nano-X support
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 07:26:51 +0000 |
parents | 22ac66da0765 |
children | 116f74112e8a |
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/** * 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; }