You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
weston/tests/output-damage-test.c

235 lines
7.3 KiB

/*
* 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
* "Software"), to deal in the Software without restriction, including
* 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
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#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 = RENDERER_PIXMAN, \
.scale = s, \
.transform = WL_OUTPUT_TRANSFORM_ ## t, \
.transform_name = #t, \
.gl_shadow_fb = false, \
.meta.name = "pixman " #s " " #t, \
}, \
{ \
.renderer = RENDERER_GL, \
.scale = s, \
.transform = WL_OUTPUT_TRANSFORM_ ## t, \
.transform_name = #t, \
.gl_shadow_fb = false, \
.meta.name = "GL no-shadow " #s " " #t, \
}, \
{ \
.renderer = 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 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))
match = false;
}
assert(match);
for (i = 0; i < COUNT_BUFS; i++)
buffer_destroy(buf[i]);
client->surface->buffer = NULL;
client_destroy(client);
}