weston/tests/output-damage-test.c
Marius Vlad 1e16a5eb2d tests: Add the ability the specify the output name
In preparation of having multiple outputs available we should be able to
specify by its name. We just use the default one if none was set-up at all.

Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
2023-01-25 17:55:39 +00:00

237 lines
7.4 KiB
C

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