test-cogl-depth-test: Update to new Cogl API
The Cogl depth state API has changed to have a separate CoglDepthState struct so this test was no longer building. This patch updates it to use CoglPipeline and the new depth state API.
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@ -68,28 +68,30 @@ draw_rectangle (TestState *state,
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int y,
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int y,
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TestDepthState *rect_state)
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TestDepthState *rect_state)
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{
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{
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CoglDepthState depth_state;
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guint8 Cr = MASK_RED (rect_state->color);
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guint8 Cr = MASK_RED (rect_state->color);
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guint8 Cg = MASK_GREEN (rect_state->color);
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guint8 Cg = MASK_GREEN (rect_state->color);
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guint8 Cb = MASK_BLUE (rect_state->color);
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guint8 Cb = MASK_BLUE (rect_state->color);
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guint8 Ca = MASK_ALPHA (rect_state->color);
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guint8 Ca = MASK_ALPHA (rect_state->color);
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CoglHandle material;
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CoglPipeline *pipeline;
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material = cogl_material_new ();
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pipeline = cogl_pipeline_new ();
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cogl_material_set_depth_test_enabled (material, rect_state->test_enable);
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cogl_depth_state_init (&depth_state);
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cogl_material_set_depth_test_function (material, rect_state->test_function);
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cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
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cogl_material_set_depth_writing_enabled (material, rect_state->write_enable);
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cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
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if (!cogl_material_set_depth_range (material,
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cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
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rect_state->range_near,
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cogl_depth_state_set_range (&depth_state,
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rect_state->range_far,
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rect_state->range_near,
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NULL))
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rect_state->range_far);
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if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
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{
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{
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cogl_handle_unref (material);
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cogl_object_unref (pipeline);
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return FALSE;
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return FALSE;
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}
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}
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cogl_material_set_color4ub (material, Cr, Cg, Cb, Ca);
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cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);
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cogl_set_source (material);
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cogl_set_source (pipeline);
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cogl_push_matrix ();
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cogl_push_matrix ();
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cogl_translate (0, 0, rect_state->depth);
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cogl_translate (0, 0, rect_state->depth);
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@ -99,7 +101,7 @@ draw_rectangle (TestState *state,
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y * QUAD_WIDTH + QUAD_WIDTH);
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_pop_matrix ();
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cogl_pop_matrix ();
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cogl_handle_unref (material);
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cogl_object_unref (pipeline);
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return TRUE;
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return TRUE;
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}
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}
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