tests: Convert test-npot-texture to Cogl
This updates the npot-texture test to use Cogl directly instead of relying on Clutter. Note that this currently fails when Cogl ends up using sliced textures. It looks like there is some bug with the meta texture function to iterate the primitive textures. This happens when COGL_DEBUG=disable-npot-textures is set. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 32f0e1e8fff56be3123dc4571f07bb5a314f6818)
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@ -59,6 +59,7 @@ test_sources = \
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test-layer-remove.c \
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test-alpha-test.c \
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test-map-buffer-range.c \
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test-npot-texture.c \
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$(NULL)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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@ -63,7 +63,7 @@ main (int argc, char **argv)
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ADD_TEST (test_sparse_pipeline, 0);
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UNPORTED_TEST (test_npot_texture);
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ADD_TEST (test_npot_texture, TEST_REQUIREMENT_NPOT);
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UNPORTED_TEST (test_multitexture);
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UNPORTED_TEST (test_texture_mipmaps);
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ADD_TEST (test_sub_texture, 0);
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@ -1,10 +1,8 @@
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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#include "test-utils.h"
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/* Non-power-of-two sized texture that should cause slicing */
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#define TEXTURE_SIZE 384
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@ -22,111 +20,44 @@ static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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/* The size of a part once rendered */
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#define PART_RENDER_SIZE (TEXTURE_RENDER_SIZE / PARTS)
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static const ClutterColor corner_colors[PARTS * PARTS] =
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static const uint32_t corner_colors[PARTS * PARTS] =
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{
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/* Top left - red */ { 255, 0, 0, 255 },
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/* Top right - green */ { 0, 255, 0, 255 },
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/* Bottom left - blue */ { 0, 0, 255, 255 },
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/* Bottom right - yellow */ { 255, 255, 0, 255 }
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/* Top left - red */ 0xff0000ff,
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/* Top right - green */ 0x00ff00ff,
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/* Bottom left - blue */ 0x0000ffff,
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/* Bottom right - yellow */ 0xffff00ff
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};
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typedef struct _TestState
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static void
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validate_part (int xnum,
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int ynum,
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uint32_t color)
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{
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unsigned int frame;
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CoglHandle texture;
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} TestState;
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static CoglBool
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validate_part (int xnum, int ynum, const ClutterColor *color)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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CoglBool ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * PART_RENDER_SIZE + TEST_INSET,
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ynum * PART_RENDER_SIZE + TEST_INSET,
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PART_RENDER_SIZE - TEST_INSET * 2,
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PART_RENDER_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((PART_RENDER_SIZE - TEST_INSET * 2)
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* (PART_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != color->red)
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ret = FALSE;
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if (p[1] != color->green)
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ret = FALSE;
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if (p[2] != color->blue)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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test_utils_check_region (fb,
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xnum * PART_RENDER_SIZE + TEST_INSET,
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ynum * PART_RENDER_SIZE + TEST_INSET,
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PART_RENDER_SIZE - TEST_INSET * 2,
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PART_RENDER_SIZE - TEST_INSET * 2,
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color);
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}
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static void
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validate_result (TestState *state)
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validate_result (void)
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{
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/* Validate that all four corners of the texture are drawn in the
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right color */
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g_assert (validate_part (0, 0, corner_colors + 0));
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g_assert (validate_part (1, 0, corner_colors + 1));
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g_assert (validate_part (0, 1, corner_colors + 2));
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g_assert (validate_part (1, 1, corner_colors + 3));
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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validate_part (0, 0, corner_colors[0]);
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validate_part (1, 0, corner_colors[1]);
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validate_part (0, 1, corner_colors[2]);
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validate_part (1, 1, corner_colors[3]);
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int frame_num;
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int y, x;
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/* Just render the texture in the top left corner */
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cogl_set_source_texture (state->texture);
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/* Render the texture using four separate rectangles */
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for (y = 0; y < 2; y++)
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for (x = 0; x < 2; x++)
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cogl_rectangle_with_texture_coords (x * TEXTURE_RENDER_SIZE / 2,
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y * TEXTURE_RENDER_SIZE / 2,
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(x + 1) * TEXTURE_RENDER_SIZE / 2,
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(y + 1) * TEXTURE_RENDER_SIZE / 2,
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x / 2.0f,
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y / 2.0f,
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(x + 1) / 2.0f,
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(y + 1) / 2.0f);
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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frame_num = state->frame++;
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if (frame_num == 1)
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validate_result (state);
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}
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static CoglBool
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queue_redraw (void *stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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static CoglHandle
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static CoglTexture *
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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void *tex_data;
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uint32_t *p;
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CoglTexture *tex;
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int partx, party, width, height;
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p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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@ -140,31 +71,26 @@ make_texture (void)
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for (partx = 0; partx < PARTS; partx++)
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{
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const ClutterColor *color = corner_colors + party * PARTS + partx;
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uint32_t color = corner_colors[party * PARTS + partx];
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width = (partx < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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while (width-- > 0)
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{
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*(p++) = color->red;
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*(p++) = color->green;
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*(p++) = color->blue;
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*(p++) = color->alpha;
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}
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*(p++) = GUINT32_TO_BE (color);
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}
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while (--height > 0)
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{
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memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE * 4;
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memcpy (p, p - TEXTURE_SIZE, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE;
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}
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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@ -180,55 +106,63 @@ make_texture (void)
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}
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/* The texture should be sliced unless NPOTs are supported */
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g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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g_assert (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT)
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? !cogl_texture_is_sliced (tex)
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: cogl_texture_is_sliced (tex));
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return tex;
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}
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void
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test_npot_texture (TestUtilsGTestFixture *fixture,
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void *data)
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static void
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paint (void)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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unsigned int idle_source;
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CoglPipeline *pipeline = cogl_pipeline_new (ctx);
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CoglTexture *texture = make_texture ();
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int y, x;
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cogl_pipeline_set_layer_texture (pipeline, 0, texture);
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/* Just render the texture in the top left corner */
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/* Render the texture using four separate rectangles */
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for (y = 0; y < 2; y++)
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for (x = 0; x < 2; x++)
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cogl_framebuffer_draw_textured_rectangle (fb,
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pipeline,
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x * TEXTURE_RENDER_SIZE / 2,
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y * TEXTURE_RENDER_SIZE / 2,
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(x + 1) *
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TEXTURE_RENDER_SIZE / 2,
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(y + 1) *
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TEXTURE_RENDER_SIZE / 2,
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x / 2.0f,
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y / 2.0f,
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(x + 1) / 2.0f,
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(y + 1) / 2.0f);
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cogl_object_unref (pipeline);
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cogl_object_unref (texture);
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}
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void
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test_npot_texture (void)
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{
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if (cogl_test_verbose ())
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{
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if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
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if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT))
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g_print ("NPOT textures are supported\n");
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else
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g_print ("NPOT textures are not supported\n");
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}
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state.frame = 0;
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cogl_framebuffer_orthographic (fb,
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0, 0,
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cogl_framebuffer_get_width (fb),
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cogl_framebuffer_get_height (fb),
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-1,
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100);
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state.texture = make_texture ();
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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cogl_handle_unref (state.texture);
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paint ();
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validate_result ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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