Port the pipeline-user-matrix conformance test from Clutter
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
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5784905462
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@ -14,7 +14,6 @@ unported_test_sources = \
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test-blend-strings.c \
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test-blend-strings.c \
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test-fixed.c \
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test-fixed.c \
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test-materials.c \
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test-materials.c \
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test-pipeline-user-matrix.c \
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test-viewport.c \
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test-viewport.c \
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test-multitexture.c \
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test-multitexture.c \
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test-npot-texture.c \
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test-npot-texture.c \
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@ -43,6 +42,7 @@ test_sources = \
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test-color-mask.c \
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test-color-mask.c \
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test-backface-culling.c \
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test-backface-culling.c \
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test-just-vertex-shader.c \
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test-just-vertex-shader.c \
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test-pipeline-user-matrix.c \
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$(NULL)
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$(NULL)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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@ -133,7 +133,7 @@ main (int argc, char **argv)
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UNPORTED_TEST ("/cogl", test_cogl_object);
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UNPORTED_TEST ("/cogl", test_cogl_object);
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UNPORTED_TEST ("/cogl", test_cogl_fixed);
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UNPORTED_TEST ("/cogl", test_cogl_fixed);
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UNPORTED_TEST ("/cogl", test_cogl_materials);
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UNPORTED_TEST ("/cogl", test_cogl_materials);
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UNPORTED_TEST ("/cogl", test_cogl_pipeline_user_matrix);
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ADD_TEST ("/cogl", test_cogl_pipeline_user_matrix);
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UNPORTED_TEST ("/cogl", test_cogl_blend_strings);
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UNPORTED_TEST ("/cogl", test_cogl_blend_strings);
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UNPORTED_TEST ("/cogl", test_cogl_premult);
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UNPORTED_TEST ("/cogl", test_cogl_premult);
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UNPORTED_TEST ("/cogl", test_cogl_readpixels);
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UNPORTED_TEST ("/cogl", test_cogl_readpixels);
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@ -1,12 +1,42 @@
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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 <string.h>
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#include "test-conform-common.h"
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#include "test-utils.h"
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static const ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
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typedef struct _TestState
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{
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int width;
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int height;
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} TestState;
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static void
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static void
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paint_cb (ClutterActor *stage)
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validate_result (TestState *state)
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{
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guint32 *pixels, *p;
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char *screen_pixel;
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const char *intended_pixel = "#ffffff";
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/* The textures are setup so that when added together with the
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correct matrices then all of the pixels should be white. We can
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verify this by reading back the entire stage */
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pixels = g_malloc (state->width * state->height * 4);
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cogl_read_pixels (0, 0, state->width, state->height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guint8 *)pixels);
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for (p = pixels; p < pixels + state->width * state->height; p++)
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{
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screen_pixel = g_strdup_printf ("#%06x", GUINT32_FROM_BE (*p) >> 8);
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g_assert_cmpstr (screen_pixel, ==, intended_pixel);
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g_free (screen_pixel);
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}
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}
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static void
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paint (TestState *state)
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{
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{
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/* This texture is painted mirrored around the x-axis */
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/* This texture is painted mirrored around the x-axis */
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guint8 data0[] = {
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guint8 data0[] = {
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@ -22,14 +52,21 @@ paint_cb (ClutterActor *stage)
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0xff, 0x00, 0xff, /* magenta -> becomes bottom right */
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0xff, 0x00, 0xff, /* magenta -> becomes bottom right */
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0x00, 0xff, 0xff /* cyan -> becomes bottom left */
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0x00, 0xff, 0xff /* cyan -> becomes bottom left */
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};
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};
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CoglColor bg;
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CoglHandle tex0, tex1;
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CoglHandle tex0, tex1;
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CoglPipeline *pipeline;
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CoglPipeline *pipeline;
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CoglMatrix matrix;
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CoglMatrix matrix;
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int width, height;
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GError *error = NULL;
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guint8 *pixels, *p;
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width = clutter_actor_get_width (stage);
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cogl_ortho (0, state->width, /* left, right */
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height = clutter_actor_get_height (stage);
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state->height, 0, /* bottom, top */
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-1, 100 /* z near, far */);
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cogl_color_init_from_4ub (&bg, 0, 0, 0, 255);
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cogl_clear (&bg, COGL_BUFFER_BIT_COLOR);
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cogl_matrix_init_identity (&matrix);
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cogl_set_modelview_matrix (&matrix);
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tex0 = cogl_texture_new_from_data (2, 2,
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tex0 = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_ATLAS,
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COGL_TEXTURE_NO_ATLAS,
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@ -57,9 +94,13 @@ paint_cb (ClutterActor *stage)
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COGL_PIPELINE_FILTER_NEAREST);
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COGL_PIPELINE_FILTER_NEAREST);
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/* Set a combine mode so that the two textures get added together */
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/* Set a combine mode so that the two textures get added together */
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cogl_pipeline_set_layer_combine (pipeline, 1,
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if (!cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA=ADD(PREVIOUS, TEXTURE)",
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"RGBA=ADD(PREVIOUS, TEXTURE)",
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NULL);
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&error))
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{
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g_warning ("Error setting blend string: %s", error->message);
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g_assert_not_reached ();
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}
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/* Set a matrix on the first layer so that it will mirror about the y-axis */
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/* Set a matrix on the first layer so that it will mirror about the y-axis */
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_init_identity (&matrix);
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@ -74,70 +115,25 @@ paint_cb (ClutterActor *stage)
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cogl_pipeline_set_layer_matrix (pipeline, 1, &matrix);
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cogl_pipeline_set_layer_matrix (pipeline, 1, &matrix);
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cogl_set_source (pipeline);
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cogl_set_source (pipeline);
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cogl_rectangle (0, 0, width, height);
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cogl_rectangle (0, 0, state->width, state->height);
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cogl_handle_unref (tex1);
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cogl_handle_unref (tex1);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex0);
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cogl_object_unref (pipeline);
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cogl_object_unref (pipeline);
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/* The textures are setup so that when added together with the
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correct matrices then all of the pixels should be white. We can
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verify this by reading back the entire stage */
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pixels = g_malloc (width * height * 4);
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cogl_read_pixels (0, 0, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixels);
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for (p = pixels + width * height * 4; p > pixels;)
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{
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p -= 4;
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g_assert_cmpint (p[0], ==, 0xff);
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g_assert_cmpint (p[1], ==, 0xff);
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g_assert_cmpint (p[2], ==, 0xff);
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}
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g_free (pixels);
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clutter_main_quit ();
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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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}
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void
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void
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test_cogl_pipeline_user_matrix (TestUtilsGTestFixture *fixture,
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test_cogl_pipeline_user_matrix (TestUtilsGTestFixture *fixture,
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void *data)
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void *data)
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{
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{
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ClutterActor *stage;
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TestUtilsSharedState *shared_state = data;
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unsigned int idle_source;
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TestState state;
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unsigned int paint_handler;
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stage = clutter_stage_get_default ();
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state.width = cogl_framebuffer_get_width (shared_state->fb);
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state.height = cogl_framebuffer_get_height (shared_state->fb);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint (&state);
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validate_result (&state);
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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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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (paint_cb),
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NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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if (g_test_verbose ())
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g_print ("OK\n");
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g_print ("OK\n");
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