Add a conformance test for 3D textures
This creates a 3D texture with different colors on all of the images and renders it using a VBO to verify that the texture coordinates can select all of the images.
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tests/conform/.gitignore
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tests/conform/.gitignore
vendored
@ -114,6 +114,7 @@
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/test-cogl-depth-test
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/test-cogl-pixel-array
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/test-cogl-texture-get-set-data
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/test-cogl-texture-3d
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/wrappers
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/*-report.xml
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/*-report.html
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@ -27,6 +27,7 @@ test_conformance_SOURCES = \
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test-cogl-multitexture.c \
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test-cogl-texture-mipmaps.c \
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test-cogl-texture-rectangle.c \
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test-cogl-texture-3d.c \
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test-cogl-texture-pixmap-x11.c \
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test-cogl-texture-get-set-data.c \
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test-cogl-wrap-modes.c \
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230
tests/conform/test-cogl-texture-3d.c
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230
tests/conform/test-cogl-texture-3d.c
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@ -0,0 +1,230 @@
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#include <clutter/clutter.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, 0xff, 0x0, 0xff };
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#define TEX_WIDTH 4
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#define TEX_HEIGHT 8
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#define TEX_DEPTH 16
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/* Leave four bytes of padding between each row */
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#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
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/* Leave four rows of padding between each image */
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#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
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static CoglHandle
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create_texture_3d (void)
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{
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int x, y, z;
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guint8 *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
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guint8 *p = data;
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CoglHandle tex;
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GError *error = NULL;
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for (z = 0; z < TEX_DEPTH; z++)
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{
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for (y = 0; y < TEX_HEIGHT; y++)
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{
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for (x = 0; x < TEX_WIDTH; x++)
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{
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/* Set red, green, blue to values based on x, y, z */
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*(p++) = 255 - x * 8;
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*(p++) = y * 8;
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*(p++) = 255 - z * 8;
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/* Fully opaque */
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*(p++) = 0xff;
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}
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/* Set the padding between rows to 0xde */
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memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
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p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
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}
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/* Set the padding between images to 0xad */
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memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
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p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
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}
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tex = cogl_texture_3d_new_from_data (TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
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COGL_TEXTURE_NO_AUTO_MIPMAP,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEX_ROWSTRIDE,
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TEX_IMAGE_STRIDE,
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data,
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&error);
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if (tex == COGL_INVALID_HANDLE)
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{
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g_assert (error != NULL);
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g_warning ("Failed to create 3D texture: %s", error->message);
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g_assert_not_reached ();
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}
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g_free (data);
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return tex;
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}
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static void
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draw_frame (void)
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{
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CoglHandle tex = create_texture_3d ();
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CoglHandle material = cogl_material_new ();
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typedef struct { float x, y, s, t, r; } Vert;
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CoglHandle vbo, indices;
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Vert *verts, *v;
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int i;
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cogl_material_set_layer (material, 0, tex);
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cogl_handle_unref (tex);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* Render the texture repeated horizontally twice using a regular
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cogl rectangle. This should end up with the r texture coordinates
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as zero */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
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0.0f, 0.0f, 2.0f, 1.0f);
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/* Render all of the images in the texture using coordinates from a VBO */
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v = verts = g_new (Vert, 4 * TEX_DEPTH);
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for (i = 0; i < TEX_DEPTH; i++)
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{
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float r = (i + 0.5f) / TEX_DEPTH;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 0;
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v->t = 0;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 0;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 1;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 1;
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v->t = 0;
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v->r = r;
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v++;
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}
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vbo = cogl_vertex_buffer_new (4 * TEX_DEPTH);
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cogl_vertex_buffer_add (vbo, "gl_Vertex",
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2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (Vert),
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&verts->x);
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cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0",
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3, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (Vert),
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&verts->s);
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cogl_vertex_buffer_submit (vbo);
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g_free (verts);
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indices = cogl_vertex_buffer_indices_get_for_quads (6 * TEX_DEPTH);
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cogl_vertex_buffer_draw_elements (vbo,
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COGL_VERTICES_MODE_TRIANGLES,
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indices,
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0, TEX_DEPTH * 4 - 1,
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0, TEX_DEPTH * 6);
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cogl_handle_unref (vbo);
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}
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static void
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validate_block (int block_x, int block_y, int z)
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{
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guint8 *data, *p;
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int x, y;
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p = data = g_malloc (TEX_WIDTH * TEX_HEIGHT * 4);
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cogl_read_pixels (block_x * TEX_WIDTH, block_y * TEX_HEIGHT,
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TEX_WIDTH, TEX_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (y = 0; y < TEX_HEIGHT; y++)
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for (x = 0; x < TEX_WIDTH; x++)
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{
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g_assert_cmpint (p[0], ==, 255 - x * 8);
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g_assert_cmpint (p[1], ==, y * 8);
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g_assert_cmpint (p[2], ==, 255 - z * 8);
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p += 4;
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}
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g_free (data);
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}
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static void
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validate_result (void)
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{
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int i;
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validate_block (0, 0, 0);
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for (i = 0; i < TEX_DEPTH; i++)
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validate_block (i, 1, i);
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}
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static void
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on_paint (void)
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{
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draw_frame ();
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validate_result ();
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/* Comment this out to see what the test paints */
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clutter_main_quit ();
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}
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void
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test_cogl_texture_3d (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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ClutterActor *stage;
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guint paint_handler;
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stage = clutter_stage_get_default ();
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/* Check whether GL supports the rectangle extension. If not we'll
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just assume the test passes */
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if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
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{
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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paint_handler = g_signal_connect_after (stage, "paint",
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G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_signal_handler_disconnect (stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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@ -206,6 +206,7 @@ main (int argc, char **argv)
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_sub_texture);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_pixel_array);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_rectangle);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_3d);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_wrap_modes);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_pixmap_x11);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_get_set_data);
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