Mercurial > sdl-ios-xcode
view test/automated/render/render.c @ 5067:61d53410eb41
Fixed bug #859
CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser.
ALWAYS_DETAILED_SEC makes sure everything has at least the automatic
documentation like function prototype and source references.
STRIP_FROM_PATH allows you to include only the relevant portions of the files'
paths, cleaning up both the file list and directory tree, though you need to
change the path listed here to match wherever you put SDL.
ALIASES avoids some warnings generated by
C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h.
It seems Apple uses a few commands which are not normally supported by Doxygen.
BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the
standard template library. There isn't a lot of C++ in SDL (some in bwindow at
least), but this still seems like a good idea.
TYPEDEF_HIDES_STRUCT means that for code like this:
typedef struct A {int B;} C;
C is documented as a structure containing B instead of a typedef mapped to A.
EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS,
EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is
documented.
CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on
case insensitive file systems like NTFS and FAT32.
WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of
the parameters of a function. This is useful when you're working on adding
such documentation since it makes partially documented functions easier to
spot.
WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with
stdout. When not running in quiet mode, these warnings can be hard to spot
without this flag.
I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for
config.h.in and config.h.default.
RECURSIVE tells doxygen to look not only in the input directory, but also in
subfolders.
EXCLUDE avoids documenting things like test programs, examples and templates
which need to be documented separately.
I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find
their way into source folders (such as obj or .svn).
EXAMPLE_PATH lists directories doxygen will search to find included example
code. So far, SDL doesn't really use this feature, but I've listed some likely
locations.
SOURCE_BROWSER adds syntax highlighted source code to the HTML output.
USE_HTAGS is nice, but not available on Windows.
INLINE_SOURCES adds the body of a function to it's documentation so you can
quickly see exactly what it does.
ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions,
etc., which makes it much easier to find what you're looking for.
IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an
item on so you don't have everything show up under "S".
HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and
adds JavaScript to allow the user to show and hide them by clicking a link.
ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on
it's own line.
GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the
left.
I have LaTeX and man pages turned off to speed up doxygen, you may want to turn
them back on yourself.
I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to
Win32 builds of SDL. Normally, doxygen gets confused since there are multiple
definitions for various structures and formats that vary by platform. Without
this doxygen can produce broken documentation or, if you're lucky, output
documentation only for the dummy drivers, which isn't very useful. You need to
pick a platform.
GENERATE_TAGFILE produces a file which can be used to link other doxygen
documentation to the SDL documentation.
CLASS_DIAGRAMS turns on class diagrams even when dot is not available.
HAVE_DOT tells doxygen to try to use dot to generate diagrams.
TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the
documentation.
DOT_MULTI_TARGETS speeds up dot.
OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is
intended to process src as well as include and is being run from a separate
subdirectory. Doxygen produces several temporary files while it's running and
if interrupted, can leave those files behind. It's easier to clean up if there
aren't a hundred or so files in the same folder. I typically run doxygen in
SDL/doxy and set the output directory to '.'. Since doxygen puts it's output
in subfolders by type, this keeps things pretty well organised. You could use
'../doc' instead and get the same results.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 21 Jan 2011 12:57:01 -0800 |
parents | 35afe807b51c |
children | e743b9c3f6d6 |
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line source
/** * 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, int allowable_error ); 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_testReadWrite (void); 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_Texture * 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, int allowable_error ) { int ret; SDL_Rect rect; Uint8 pix[4*80*60]; SDL_Surface *testsur; /* Read pixels. */ /* Explicitly specify the rect in case the window isn't expected size... */ rect.x = 0; rect.y = 0; rect.w = 80; rect.h = 60; ret = SDL_RenderReadPixels( &rect, FORMAT, pix, 80*4 ); if (SDL_ATassert( "SDL_RenderReadPixels", ret==0) ) return 1; /* 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, allowable_error ); if (SDL_ATassert( msg, ret==0 )) return 1; /* Clean up. */ SDL_FreeSurface( testsur ); return 0; } #if 0 static int dump_screen( int index ) { int ret; char name[1024]; Uint8 pix[4*80*60]; SDL_Surface *testsur; SDL_RendererInfo info; /* Read pixels. */ ret = SDL_RenderReadPixels( NULL, FORMAT, pix, 80*4 ); if (SDL_ATassert( "SDL_RenderReadPixels", ret==0) ) return 1; /* Create surface. */ testsur = SDL_CreateRGBSurfaceFrom( pix, 80, 60, 32, 80*4, RMASK, GMASK, BMASK, AMASK); if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", testsur!=NULL )) return 1; /* Dump surface. */ SDL_GetRendererInfo(&info); sprintf(name, "%s-%s-%d.bmp", SDL_GetCurrentVideoDriver(), info.name, index); SDL_SaveBMP(testsur, name); /* Clean up. */ SDL_FreeSurface( testsur ); return 0; } #endif /** * @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; SDL_BlendMode 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_Texture * render_loadTestFace (void) { SDL_Surface *face; SDL_Texture *tface; /* Create face surface. */ face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data, img_face.width, img_face.height, 32, img_face.width*4, #if (SDL_BYTEORDER == SDL_BIG_ENDIAN) 0xff000000, /* Red bit mask. */ 0x00ff0000, /* Green bit mask. */ 0x0000ff00, /* Blue bit mask. */ 0x000000ff /* Alpha bit mask. */ #else 0x000000ff, /* Red bit mask. */ 0x0000ff00, /* Green bit mask. */ 0x00ff0000, /* Blue bit mask. */ 0xff000000 /* Alpha bit mask. */ #endif ); 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_Texture *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_Texture *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_RenderFillRect( NULL ); /* if (SDL_ATassert( "SDL_RenderFillRect", 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 Test reading and writing framebuffer */ static int render_testReadWrite (void) { int ret; SDL_Rect rect; /* Write pixels. */ rect.x = 0; rect.y = 0; rect.w = 80; rect.h = 60; ret = SDL_RenderWritePixels( &rect, SDL_PIXELFORMAT_RGB24, img_primitives.pixel_data, img_primitives.width*img_primitives.bytes_per_pixel ); if (SDL_ATassert( "SDL_RenderWritePixels", ret==0) ) return 1; /* See if it's the same. */ if (render_compare( "Read/write output not the same.", &img_primitives, ALLOWABLE_ERROR_OPAQUE )) 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_RenderFillRect( &rect ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderFillRect( &rect ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderDrawPoint( x, y ); if (SDL_ATassert( "SDL_RenderDrawPoint", 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_RenderDrawLine( 0, 30, 80, 30 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; ret = SDL_SetRenderDrawColor( 55, 55, 5, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return -1; ret = SDL_RenderDrawLine( 40, 30, 40, 60 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; ret = SDL_SetRenderDrawColor( 5, 105, 105, SDL_ALPHA_OPAQUE ); if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0)) return -1; ret = SDL_RenderDrawLine( 0, 0, 29, 29 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; ret = SDL_RenderDrawLine( 29, 30, 0, 59 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; ret = SDL_RenderDrawLine( 79, 0, 50, 29 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; ret = SDL_RenderDrawLine( 79, 59, 50, 30 ); if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0)) return -1; /* See if it's the same. */ if (render_compare( "Primitives output not the same.", &img_primitives, ALLOWABLE_ERROR_OPAQUE )) 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_RenderFillRect( NULL ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderFillRect( &rect ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderFillRect( &rect ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderFillRect( &rect ); if (SDL_ATassert( "SDL_RenderFillRect", 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_RenderDrawLine( 0, 0, i, 59 ); if (SDL_ATassert( "SDL_RenderDrawLine", 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_RenderDrawLine( 0, 0, 79, i ); if (SDL_ATassert( "SDL_RenderDrawLine", 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_RenderDrawPoint( i, j ); if (SDL_ATassert( "SDL_RenderDrawPoint", ret == 0)) return -1; } } /* See if it's the same. */ if (render_compare( "Blended primitives output not the same.", &img_blend, ALLOWABLE_ERROR_BLENDED )) return -1; return 0; } /** * @brief Tests some blitting routines. */ static int render_testBlit (void) { int ret; SDL_Rect rect; SDL_Texture *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. */ tface = render_loadTestFace(); if (SDL_ATassert( "render_loadTestFace()", tface != 0)) return -1; /* Constant values. */ rect.w = img_face.width; rect.h = img_face.height; ni = SCREEN_W - img_face.width; nj = SCREEN_H - img_face.height; /* 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, ALLOWABLE_ERROR_OPAQUE )) return -1; return 0; } /** * @brief Blits doing colour tests. */ static int render_testBlitColour (void) { int ret; SDL_Rect rect; SDL_Texture *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. */ tface = render_loadTestFace(); if (SDL_ATassert( "render_loadTestFace()", tface != 0)) return -1; /* Constant values. */ rect.w = img_face.width; rect.h = img_face.height; ni = SCREEN_W - img_face.width; nj = SCREEN_H - img_face.height; /* 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, ALLOWABLE_ERROR_OPAQUE )) return -1; return 0; } /** * @brief Tests blitting with alpha. */ static int render_testBlitAlpha (void) { int ret; SDL_Rect rect; SDL_Texture *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. */ tface = render_loadTestFace(); if (SDL_ATassert( "render_loadTestFace()", tface != 0)) return -1; /* Constant values. */ rect.w = img_face.width; rect.h = img_face.height; ni = SCREEN_W - img_face.width; nj = SCREEN_H - img_face.height; /* 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, ALLOWABLE_ERROR_BLENDED )) return -1; return 0; } /** * @brief Tests a blend mode. */ static int render_testBlitBlendMode( SDL_Texture * 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_SetTextureBlendMode( tface, mode ); if (SDL_ATassert( "SDL_SetTextureBlendMode", 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_Texture *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. */ tface = render_loadTestFace(); if (SDL_ATassert( "render_loadTestFace()", tface != 0)) return -1; /* Steps to take. */ ni = SCREEN_W - FACE_W; nj = SCREEN_H - FACE_H; /* Constant values. */ rect.w = img_face.width; rect.h = img_face.height; /* Set alpha mod. */ ret = SDL_SetTextureAlphaMod( tface, 100 ); if (SDL_ATassert( "SDL_SetTextureAlphaMod", 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_blendNone, ALLOWABLE_ERROR_OPAQUE )) 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, ALLOWABLE_ERROR_OPAQUE )) 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, ALLOWABLE_ERROR_BLENDED )) 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, ALLOWABLE_ERROR_BLENDED )) 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, ALLOWABLE_ERROR_BLENDED )) 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_SetTextureColorMod( tface, (255/nj)*j, (255/ni)*i, (255/nj)*j ); if (SDL_ATassert( "SDL_SetTextureColorMod", ret == 0)) return -1; /* Set alpha mod. */ ret = SDL_SetTextureAlphaMod( tface, (100/ni)*i ); if (SDL_ATassert( "SDL_SetTextureAlphaMod", 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_SetTextureBlendMode( tface, mode ); if (SDL_ATassert( "SDL_SetTextureBlendMode", 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, ALLOWABLE_ERROR_BLENDED )) 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_testReadWrite(); if (ret) return -1; 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_Window *w; 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 ); /* * Initialize testsuite. */ SDL_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_cleanup; /* Check to see if it's the one we want. */ str = SDL_GetCurrentVideoDriver(); if (SDL_ATassert( "SDL_GetCurrentVideoDriver", SDL_strcmp(driver,str)==0)) goto err_cleanup; /* Create window. */ w = SDL_CreateWindow( msg, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 80, 60, SDL_WINDOW_SHOWN ); if (SDL_ATassert( "SDL_CreateWindow", w!=NULL )) goto err_cleanup; /* Check title. */ str = SDL_GetWindowTitle( w ); if (SDL_ATassert( "SDL_GetWindowTitle", SDL_strcmp(msg,str)==0)) goto err_cleanup; /* Get renderers. */ nr = SDL_GetNumRenderDrivers(); if (SDL_ATassert("SDL_GetNumRenderDrivers", nr>=0)) goto err_cleanup; SDL_ATprintVerbose( 1, " %d Render Drivers\n", nr ); SDL_ATend(); for (j=0; j<nr; j++) { /* We have to recreate window each time, because opengl and opengles renderers */ /* both add SDL_WINDOW_OPENGL flag for window, that was last used */ SDL_DestroyWindow(w); w = SDL_CreateWindow( msg, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 80, 60, SDL_WINDOW_SHOWN ); if (SDL_ATassert( "SDL_CreateWindow", w!=NULL )) goto err_cleanup; /* Get renderer info. */ ret = SDL_GetRenderDriverInfo( j, &renderer ); if (ret != 0) goto err_cleanup; /* Set testcase name. */ SDL_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( w, j, 0 ); if (SDL_ATassert( "SDL_CreateRenderer", ret==0 )) goto err_cleanup; /* * 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_cleanup: SDL_ATfinish(); err: return 1; }