6436cd073d
This declares the interface types CoglFramebuffer, CoglBuffer, CoglTexture, CoglMetaTexture and CoglPrimitiveTexture as void when including the public cogl.h header so that users don't have to use lots of C type casts between instance types and interface types. This also removes all of the COGL_XYZ() type cast macros since they do nothing more than compile time type casting but it's less readable if you haven't seen that coding pattern before. Unlike with gobject based apis that use per-type macros for casting and performing runtime type checking we instead prefer to do our runtime type checking internally within the front-end public apis when objects are passed into Cogl. This greatly reduces the verbosity for users of the api and may help reduce the chance of excessive runtime type checking that can sometimes be a problem. (cherry picked from commit 248a76f5eac7e5ae4fb45208577f9a55360812a7) Since we can't break the 1.x api this version of the patch actually defines compatible NOP macros within deprecated/cogl-type-casts.h
93 lines
2.8 KiB
C
93 lines
2.8 KiB
C
#include <cogl/cogl.h>
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#include "test-utils.h"
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/* Keep track of the number of textures that we've created and are
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* still alive */
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static int destroyed_texture_count = 0;
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#define N_TEXTURES 3
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static void
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free_texture_cb (void *user_data)
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{
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destroyed_texture_count++;
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}
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static CoglTexture *
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create_texture (void)
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{
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static const guint8 data[] =
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{ 0xff, 0xff, 0xff, 0xff };
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static CoglUserDataKey texture_data_key;
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CoglTexture2D *tex_2d;
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tex_2d = cogl_texture_2d_new_from_data (test_ctx,
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1, 1, /* width / height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, /* rowstride */
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data,
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NULL);
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/* Set some user data on the texture so we can track when it has
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* been destroyed */
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cogl_object_set_user_data (COGL_OBJECT (tex_2d),
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&texture_data_key,
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GINT_TO_POINTER (1),
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free_texture_cb);
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return tex_2d;
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}
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void
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test_pipeline_cache_unrefs_texture (void)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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CoglPipeline *simple_pipeline;
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int i;
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/* Create a pipeline with three texture layers. That way we can be
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* pretty sure the pipeline will cause a unique shader to be
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* generated in the cache */
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for (i = 0; i < N_TEXTURES; i++)
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{
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CoglTexture *tex = create_texture ();
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cogl_pipeline_set_layer_texture (pipeline, i, tex);
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cogl_object_unref (tex);
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}
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/* Draw something with the pipeline to ensure it gets into the
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* pipeline cache */
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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0, 0, 10, 10);
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cogl_framebuffer_finish (test_fb);
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/* Draw something else so that it is no longer the current flushed
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* pipeline, and the units have a different texture bound */
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simple_pipeline = cogl_pipeline_new (test_ctx);
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for (i = 0; i < N_TEXTURES; i++)
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{
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CoglColor combine_constant;
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cogl_color_init_from_4ub (&combine_constant, i, 0, 0, 255);
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cogl_pipeline_set_layer_combine_constant (simple_pipeline,
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i,
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&combine_constant);
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}
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cogl_framebuffer_draw_rectangle (test_fb, simple_pipeline, 0, 0, 10, 10);
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cogl_framebuffer_finish (test_fb);
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cogl_object_unref (simple_pipeline);
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g_assert_cmpint (destroyed_texture_count, ==, 0);
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/* Destroy the pipeline. This should immediately cause the textures
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* to be freed */
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cogl_object_unref (pipeline);
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g_assert_cmpint (destroyed_texture_count, ==, N_TEXTURES);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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