mutter/tests/conform/test-pipeline-cache-unrefs-texture.c
Robert Bragg af7398788a remove internal_format and redundant error arguments
Texture allocation is now consistently handled lazily such that the
internal format can now be controlled using
cogl_texture_set_components() and cogl_texture_set_premultiplied()
before allocating the texture with cogl_texture_allocate(). This means
that the internal_format arguments to texture constructors are now
redundant and since most of the texture constructors now can't ever fail
the error arguments are also redundant. This now means we no longer
use CoglPixelFormat in the public api for describing the internal format
of textures which had been bad solution originally due to how specific
CoglPixelFormat is which is missleading when we don't support such
explicit control over the internal format.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87)

Note: there are numerous API changes for functions currently marked
as 'unstable' which we don't think are in use by anyone depending on
a stable 1.x api. Compared to the original patch though this avoids
changing the cogl_texture_rectangle_new_with_size() api which we know
is used by Mutter.
2014-01-09 15:49:47 +00:00

92 lines
2.8 KiB
C

#include <cogl/cogl.h>
#include "test-utils.h"
/* Keep track of the number of textures that we've created and are
* still alive */
static int destroyed_texture_count = 0;
#define N_TEXTURES 3
static void
free_texture_cb (void *user_data)
{
destroyed_texture_count++;
}
static CoglTexture *
create_texture (void)
{
static const guint8 data[] =
{ 0xff, 0xff, 0xff, 0xff };
static CoglUserDataKey texture_data_key;
CoglTexture2D *tex_2d;
tex_2d = cogl_texture_2d_new_from_data (test_ctx,
1, 1, /* width / height */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
4, /* rowstride */
data,
NULL);
/* Set some user data on the texture so we can track when it has
* been destroyed */
cogl_object_set_user_data (COGL_OBJECT (tex_2d),
&texture_data_key,
GINT_TO_POINTER (1),
free_texture_cb);
return tex_2d;
}
void
test_pipeline_cache_unrefs_texture (void)
{
CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
CoglPipeline *simple_pipeline;
int i;
/* Create a pipeline with three texture layers. That way we can be
* pretty sure the pipeline will cause a unique shader to be
* generated in the cache */
for (i = 0; i < N_TEXTURES; i++)
{
CoglTexture *tex = create_texture ();
cogl_pipeline_set_layer_texture (pipeline, i, tex);
cogl_object_unref (tex);
}
/* Draw something with the pipeline to ensure it gets into the
* pipeline cache */
cogl_framebuffer_draw_rectangle (test_fb,
pipeline,
0, 0, 10, 10);
cogl_framebuffer_finish (test_fb);
/* Draw something else so that it is no longer the current flushed
* pipeline, and the units have a different texture bound */
simple_pipeline = cogl_pipeline_new (test_ctx);
for (i = 0; i < N_TEXTURES; i++)
{
CoglColor combine_constant;
cogl_color_init_from_4ub (&combine_constant, i, 0, 0, 255);
cogl_pipeline_set_layer_combine_constant (simple_pipeline,
i,
&combine_constant);
}
cogl_framebuffer_draw_rectangle (test_fb, simple_pipeline, 0, 0, 10, 10);
cogl_framebuffer_finish (test_fb);
cogl_object_unref (simple_pipeline);
g_assert_cmpint (destroyed_texture_count, ==, 0);
/* Destroy the pipeline. This should immediately cause the textures
* to be freed */
cogl_object_unref (pipeline);
g_assert_cmpint (destroyed_texture_count, ==, N_TEXTURES);
if (cogl_test_verbose ())
g_print ("OK\n");
}