bbcbece6c9
This patch reworks our conformance testing framework because it seems that glib's gtesting framework isn't really well suited to our use case. For example we weren't able to test windows builds given the way we were using it and also for each test we'd like to repeat the test with several different environments so we can test important driver and feature combinations. This patch instead switches away to a simplified but custom approach for running our unit tests. We hope that having a more bespoke setup will enable us to easily extend it to focus on the details important to us. Notable changes with this new approach are: We can now run 'make test' for our mingw windows builds. We've got rid of all the test-*report* make rules and we're just left with 'make test' 'make test' now runs each test several times with different driver and feature combinations checking the result for each run. 'make test' will then output a concise table of all of the results. The combinations tested are: - OpenGL Fixed Function - OpenGL ARBfp - OpenGL GLSL - OpenGL No NPOT texture support - OpenGLES 2.0 - OpenGLES 2.0 No NPOT texture support Reviewed-by: Neil Roberts <neil@linux.intel.com>
258 lines
7.6 KiB
C
258 lines
7.6 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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/* This test verifies that the simplest usage of the vertex buffer API,
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* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
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* attributes to a buffer, submit, and draw.
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*
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* It also tries to verify that the enable/disable attribute APIs are working
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* too.
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*
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* If you want visual feedback of what this test paints for debugging purposes,
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* then remove the call to clutter_main_quit() in validate_result.
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*/
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typedef struct _TestState
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{
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CoglHandle buffer;
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CoglHandle texture;
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CoglHandle material;
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ClutterGeometry stage_geom;
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} TestState;
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static void
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validate_result (TestState *state)
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{
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GLubyte pixel[4];
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GLint y_off = 90;
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if (cogl_test_verbose ())
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g_print ("y_off = %d\n", y_off);
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/* NB: 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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#define RED 0
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#define GREEN 1
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#define BLUE 2
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/* Should see a blue pixel */
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cogl_read_pixels (10, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (cogl_test_verbose ())
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g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
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/* Should see a red pixel */
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cogl_read_pixels (110, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (cogl_test_verbose ())
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g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
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/* Should see a blue pixel */
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cogl_read_pixels (210, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (cogl_test_verbose ())
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g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
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/* Should see a green pixel, at bottom of 4th triangle */
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cogl_read_pixels (310, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (cogl_test_verbose ())
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g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
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/* Should see a red pixel, at top of 4th triangle */
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cogl_read_pixels (310, y_off - 70, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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if (cogl_test_verbose ())
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g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
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#undef RED
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#undef GREEN
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#undef BLUE
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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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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/* Draw a faded blue triangle */
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a red triangle */
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/* Here we are testing that the disable attribute works; if it doesn't
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* the triangle will remain faded blue */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a faded blue triangle */
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/* Here we are testing that the re-enable works; if it doesn't
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* the triangle will remain red */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/* Draw a textured triangle */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source (state->material);
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cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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validate_result (state);
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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_cogl_vertex_buffer_contiguous (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
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ClutterActor *group;
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unsigned int idle_source;
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guchar tex_data[] = {
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0xff, 0x00, 0x00, 0xff,
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0xff, 0x00, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff
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};
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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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_actor_set_size (group,
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state.stage_geom.width,
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state.stage_geom.height);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing incase someone comments out the
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* clutter_main_quit and wants visual feedback for the test since we
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* wont be doing anything else that 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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state.texture = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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0, /* auto calc row stride */
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tex_data);
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state.material = cogl_material_new ();
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cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer (state.material, 0, state.texture);
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{
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GLfloat triangle_verts[3][2] =
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{
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{0.0, 0.0},
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{100.0, 100.0},
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{0.0, 100.0}
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};
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GLbyte triangle_colors[3][4] =
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{
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{0x00, 0x00, 0xff, 0xff}, /* blue */
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{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
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{0x00, 0x00, 0xff, 0x00} /* transparent blue */
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};
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GLfloat triangle_tex_coords[3][2] =
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{
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{0.0, 0.0},
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{1.0, 1.0},
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{0.0, 1.0}
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};
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state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_verts);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Color::blue",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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triangle_colors);
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cogl_vertex_buffer_add (state.buffer,
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"gl_MultiTexCoord0",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_tex_coords);
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cogl_vertex_buffer_submit (state.buffer);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_handle_unref (state.buffer);
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cogl_handle_unref (state.material);
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cogl_handle_unref (state.texture);
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g_source_remove (idle_source);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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