[cogl] Ensure well defined semantics for COGL_INVALID_HANDLE material layers
Fixes and adds a unit test for creating and drawing using materials with COGL_INVALID_HANDLE texture layers. This may be valid if for example the user has set a texture combine string that only references a constant color. _cogl_material_flush_layers_gl_state will bind the fallback texture for any COGL_INVALID_HANDLE layer, later though we could explicitly check when the current blend mode does't actually reference a texture source in which case binding the fallback texture is redundant. This tests drawing using cogl_rectangle, cogl_polygon and cogl_vertex_buffer_draw.
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@ -1336,7 +1336,13 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
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(disable_mask & (1<<i)) ? TRUE : FALSE;
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tex_handle = layer->texture;
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if (tex_handle != COGL_INVALID_HANDLE)
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cogl_texture_get_gl_texture (tex_handle, &gl_texture, &gl_target);
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else
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{
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new_gl_layer_info.fallback = TRUE;
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gl_target = GL_TEXTURE_2D;
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}
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if (new_gl_layer_info.layer0_overridden)
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gl_texture = layer0_override_texture;
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@ -942,7 +942,6 @@ _cogl_multitexture_unsliced_quad (float x_1,
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for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = (CoglHandle)tmp->data;
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/* CoglLayerInfo *layer_info; */
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CoglHandle tex_handle;
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CoglTexture *tex;
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const float *in_tex_coords;
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@ -950,12 +949,13 @@ _cogl_multitexture_unsliced_quad (float x_1,
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *y_span;
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/* layer_info = &layers[i]; */
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/* FIXME - we shouldn't be checking this stuff if layer_info->gl_texture
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* already == 0 */
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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tex = _cogl_texture_pointer_from_handle (tex_handle);
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in_tex_coords = &user_tex_coords[i * 4];
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@ -1131,14 +1131,23 @@ _cogl_rectangles_with_multitexture_coords (
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for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = tmp->data;
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CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
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CoglTexture *texture = _cogl_texture_pointer_from_handle (tex_handle);
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CoglHandle tex_handle;
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CoglTexture *texture = NULL;
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gulong flags;
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if (cogl_material_layer_get_type (layer)
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!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
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continue;
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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texture = _cogl_texture_pointer_from_handle (tex_handle);
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/* XXX:
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* For now, if the first layer is sliced then all other layers are
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* ignored since we currently don't support multi-texturing with
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@ -1503,6 +1512,13 @@ _cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
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float tx, ty;
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures will be handled in
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* _cogl_material_flush_layers_gl_state but there is no need to worry
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* about scaling texture coordinates in this case */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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tex = _cogl_texture_pointer_from_handle (tex_handle);
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y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
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@ -1585,6 +1601,11 @@ cogl_polygon (CoglTextureVertex *vertices,
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CoglHandle layer = (CoglHandle)tmp->data;
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CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures will be handled in
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* _cogl_material_flush_layers_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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if (i == 0 && cogl_texture_is_sliced (tex_handle))
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{
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#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
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@ -1618,8 +1618,14 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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{
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CoglHandle layer = (CoglHandle)tmp->data;
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CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
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CoglTexture *texture =
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_cogl_texture_pointer_from_handle (tex_handle);
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CoglTexture *texture;
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/* invalid textures will be handled correctly in
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* _cogl_material_flush_layers_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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texture = _cogl_texture_pointer_from_handle (tex_handle);
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if (cogl_texture_is_sliced (tex_handle)
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|| _cogl_texture_span_has_waste (texture, 0, 0))
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@ -30,6 +30,7 @@ test_conformance_SOURCES = \
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test-color.c \
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test-clutter-units.c \
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test-premult.c \
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test-materials.c \
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$(NULL)
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# For convenience, this provides a way to easily run individual unit tests:
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@ -149,6 +149,7 @@ main (int argc, char **argv)
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TEST_CONFORM_SIMPLE ("/model", test_list_model_iterate);
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TEST_CONFORM_SIMPLE ("/model", test_list_model_filter);
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TEST_CONFORM_SIMPLE ("/material", test_materials);
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TEST_CONFORM_SIMPLE ("/material", test_blend_strings);
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TEST_CONFORM_SIMPLE ("/color", test_color_from_string);
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195
tests/conform/test-materials.c
Normal file
195
tests/conform/test-materials.c
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@ -0,0 +1,195 @@
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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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#define QUAD_WIDTH 20
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define ALPHA 3
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#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24);
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#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16);
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#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8);
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#define MASK_ALPHA(COLOR) (COLOR & 0xff);
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#define SKIP_FRAMES 2
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typedef struct _TestState
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{
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guint frame;
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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_pixel (TestState *state, int x, int y, guint32 color)
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{
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GLint y_off;
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GLint x_off;
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GLubyte pixel[4];
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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/* See what we got... */
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame <= SKIP_FRAMES)
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return;
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cogl_read_pixels (x_off, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixel);
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if (g_test_verbose ())
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g_print (" result = %02x, %02x, %02x, %02x\n",
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pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
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if (g_test_verbose ())
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g_print (" expected = %x, %x, %x, %x\n",
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r, g, b, a);
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/* FIXME - allow for hardware in-precision */
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g_assert (pixel[RED] == r);
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g_assert (pixel[GREEN] == g);
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g_assert (pixel[BLUE] == b);
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/* FIXME
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* We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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/* g_assert (pixel[ALPHA] == a); */
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}
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static void
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test_invalid_texture_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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CoglTextureVertex verts[4] = {
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{ .x = 0, .y = 0, .z = 0 },
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{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
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};
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CoglHandle vbo;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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/* explicitly create a layer with an invalid handle. This may be desireable
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* if the user also sets a texture combine string that e.g. refers to a
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* constant color. */
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cogl_material_set_layer (material, 0, COGL_INVALID_HANDLE);
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cogl_set_source (material);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_translate (0, QUAD_WIDTH, 0);
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cogl_polygon (verts, 4, FALSE);
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cogl_translate (0, QUAD_WIDTH, 0);
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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sizeof (CoglTextureVertex), /* stride */
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verts);
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cogl_vertex_buffer_draw (vbo,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, /* first */
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4); /* count */
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cogl_handle_unref (vbo);
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cogl_pop_matrix ();
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cogl_handle_unref (material);
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/* We expect a white fallback material to be used */
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check_pixel (state, x, y, 0xffffffff);
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check_pixel (state, x, y+1, 0xffffffff);
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check_pixel (state, x, y+2, 0xffffffff);
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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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test_invalid_texture_layers (state,
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0, 0 /* position */
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);
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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frame_num = state->frame++;
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if (frame_num < SKIP_FRAMES)
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g_usleep (G_USEC_PER_SEC);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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if (frame_num > SKIP_FRAMES)
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clutter_main_quit ();
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#endif
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}
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static gboolean
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queue_redraw (gpointer 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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void
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test_materials (TestConformSimpleFixture *fixture,
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gconstpointer data)
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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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guint idle_source;
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state.frame = 0;
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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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clutter_actor_get_geometry (stage, &state.stage_geom);
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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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if (g_test_verbose ())
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g_print ("OK\n");
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}
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