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authorTom Cooksey <thomas.cooksey@nokia.com>2009-09-01 07:43:09 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2009-09-01 14:59:44 (GMT)
commit8e2213ea0bb3692783c03fe4da2df659c1859136 (patch)
tree1b444d60a31805ae4e46d5f927f90490586a6231 /tests/auto/qgl
parent2a521d8d26577bfe0487a48c0d723e14e67ee0b5 (diff)
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An an autotest to check QPainter rendering to an FBO works
The test also checks that when we ask for CombinedDepthStencil, that's what we get. Reviewed-by: Samuel
Diffstat (limited to 'tests/auto/qgl')
-rw-r--r--tests/auto/qgl/tst_qgl.cpp63
1 files changed, 63 insertions, 0 deletions
diff --git a/tests/auto/qgl/tst_qgl.cpp b/tests/auto/qgl/tst_qgl.cpp
index 073afc8..1629542 100644
--- a/tests/auto/qgl/tst_qgl.cpp
+++ b/tests/auto/qgl/tst_qgl.cpp
@@ -46,6 +46,7 @@
#include <qdebug.h>
#include <qgl.h>
#include <qglpixelbuffer.h>
+#include <qglframebufferobject.h>
#include <qglcolormap.h>
#include <qpaintengine.h>
@@ -71,6 +72,7 @@ private slots:
void partialGLWidgetUpdates_data();
void partialGLWidgetUpdates();
void glWidgetRendering();
+ void glFBORendering();
void glPBufferRendering();
void glWidgetReparent();
void colormap();
@@ -706,6 +708,67 @@ void tst_QGL::glWidgetRendering()
QCOMPARE(fb, reference);
}
+// NOTE: This tests that CombinedDepthStencil attachment works by assuming the
+// GL2 engine is being used and is implemented the same way as it was when
+// this autotest was written. If this is not the case, there may be some
+// false-positives: I.e. The test passes when either the depth or stencil
+// buffer is actually missing. But that's probably ok anyway.
+void tst_QGL::glFBORendering()
+{
+ if (!QGLFramebufferObject::hasOpenGLFramebufferObjects())
+ QSKIP("QGLFramebufferObject not supported on this platform", SkipSingle);
+
+ QGLWidget glw;
+ glw.makeCurrent();
+
+ // No multisample with combined depth/stencil attachment:
+ QGLFramebufferObjectFormat fboFormat(0, QGLFramebufferObject::CombinedDepthStencil);
+
+ // Don't complicate things by using NPOT:
+ QGLFramebufferObject *fbo = new QGLFramebufferObject(256, 128, fboFormat);
+
+ QPainter fboPainter;
+ bool painterBegun = fboPainter.begin(fbo);
+ QVERIFY(painterBegun);
+
+ QPainterPath intersectingPath;
+ intersectingPath.moveTo(0, 0);
+ intersectingPath.lineTo(100, 0);
+ intersectingPath.lineTo(0, 100);
+ intersectingPath.lineTo(100, 100);
+ intersectingPath.closeSubpath();
+
+ QPainterPath trianglePath;
+ trianglePath.moveTo(50, 0);
+ trianglePath.lineTo(100, 100);
+ trianglePath.lineTo(0, 100);
+ trianglePath.closeSubpath();
+
+ fboPainter.fillRect(0, 0, fbo->width(), fbo->height(), Qt::red); // Background
+ fboPainter.translate(14, 14);
+ fboPainter.fillPath(intersectingPath, Qt::blue); // Test stencil buffer works
+ fboPainter.translate(128, 0);
+ fboPainter.setClipPath(trianglePath); // Test depth buffer works
+ fboPainter.setTransform(QTransform()); // reset xform
+ fboPainter.fillRect(0, 0, fbo->width(), fbo->height(), Qt::green);
+ fboPainter.end();
+
+ QImage fb = fbo->toImage().convertToFormat(QImage::Format_RGB32);
+ delete fbo;
+
+ // As we're doing more than trivial painting, we can't just compare to
+ // an image rendered with raster. Instead, we sample at well-defined
+ // test-points:
+ QCOMPARE(fb.pixel(39, 64), QColor(Qt::red).rgb());
+ QCOMPARE(fb.pixel(89, 64), QColor(Qt::red).rgb());
+ QCOMPARE(fb.pixel(64, 39), QColor(Qt::blue).rgb());
+ QCOMPARE(fb.pixel(64, 89), QColor(Qt::blue).rgb());
+
+ QCOMPARE(fb.pixel(167, 39), QColor(Qt::red).rgb());
+ QCOMPARE(fb.pixel(217, 39), QColor(Qt::red).rgb());
+ QCOMPARE(fb.pixel(192, 64), QColor(Qt::green).rgb());
+}
+
void tst_QGL::glWidgetReparent()
{
// Try it as a top-level first: