54735dec84
The coding style has for a long time said to avoid using redundant glib data types such as gint or gchar etc because we feel that they make the code look unnecessarily foreign to developers coming from outside of the Gnome developer community. Note: When we tried to find the historical rationale for the types we just found that they were apparently only added for consistent syntax highlighting which didn't seem that compelling. Up until now we have been continuing to use some of the platform specific type such as gint{8,16,32,64} and gsize but this patch switches us over to using the standard c99 equivalents instead so we can further ensure that our code looks familiar to the widest range of C developers who might potentially contribute to Cogl. So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this switches all Cogl code to instead use the int{8,16,32,64}_t and uint{8,16,32,64}_t c99 types instead. Instead of gsize we now use size_t For now we are not going to use the c99 _Bool type and instead we have introduced a new CoglBool type to use instead of gboolean. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
254 lines
7.6 KiB
C
254 lines
7.6 KiB
C
#include "config.h"
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#include <clutter/clutter.h>
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#include <cogl/cogl.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, 0x0, 0x0, 0xff };
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#define QUAD_WIDTH 20
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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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#define ALPHA 3
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#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24)
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#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16)
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#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8)
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#define MASK_ALPHA(COLOR) (COLOR & 0xff)
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typedef struct _TestState
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{
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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_quad (int quad_x, int quad_y, uint32_t color)
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{
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test_utils_check_pixel (x * QUAD_WIDTH + (QUAD_WIDTH / 2),
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y * QUAD_WIDTH + (QUAD_WIDTH / 2),
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color);
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}
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static void
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test_material_with_primitives (TestState *state,
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int x, int y,
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uint32_t color)
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{
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CoglTextureVertex verts[4] = {
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{ .x = 0, .y = 0, .z = 0 },
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{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
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};
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CoglHandle vbo;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_translate (0, QUAD_WIDTH, 0);
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cogl_polygon (verts, 4, FALSE);
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cogl_translate (0, QUAD_WIDTH, 0);
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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sizeof (CoglTextureVertex), /* stride */
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verts);
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cogl_vertex_buffer_draw (vbo,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, /* first */
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4); /* count */
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cogl_handle_unref (vbo);
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cogl_pop_matrix ();
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check_quad (x, y, color);
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check_quad (x, y+1, color);
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check_quad (x, y+2, color);
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}
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static void
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test_invalid_texture_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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/* explicitly create a layer with an invalid handle. This may be desireable
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* if the user also sets a texture combine string that e.g. refers to a
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* constant color. */
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cogl_material_set_layer (material, 0, NULL);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* We expect a white fallback material to be used */
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test_material_with_primitives (state, x, y, 0xffffffff);
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}
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static void
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test_using_all_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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uint8_t red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
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CoglHandle white_texture;
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CoglHandle red_texture;
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GLint n_layers;
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int i;
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/* Create a material that uses the maximum number of layers. All but
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the last layer will use a solid white texture. The last layer
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will use a red texture. The layers will all be modulated together
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so the final fragment should be red. */
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white_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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red_texture = cogl_texture_new_from_data (1, 1, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, red_pixel);
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/* FIXME: Cogl doesn't provide a way to query the maximum number of
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texture layers so for now we'll just ask GL directly. */
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#ifdef HAVE_COGL_GLES2
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{
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GLint n_image_units, n_attribs;
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/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
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GL_MAX_TEXTURE_IMAGE_UNITS instead */
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glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
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/* Cogl needs a vertex attrib for each layer to upload the texture
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coordinates */
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glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
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/* We can't use two of the attribs because they are used by the
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position and color */
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n_attribs -= 2;
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n_layers = MIN (n_attribs, n_image_units);
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}
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#else
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glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
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#endif
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/* FIXME: is this still true? */
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/* Cogl currently can't cope with more than 32 layers so we'll also
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limit the maximum to that. */
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if (n_layers > 32)
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n_layers = 32;
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for (i = 0; i < n_layers; i++)
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{
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cogl_material_set_layer_filters (material, i,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer (material, i,
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i == n_layers - 1 ? red_texture : white_texture);
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}
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_handle_unref (white_texture);
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cogl_handle_unref (red_texture);
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/* We expect the final fragment to be red */
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test_material_with_primitives (state, x, y, 0xff0000ff);
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}
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static void
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test_invalid_texture_layers_with_constant_colors (TestState *state,
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int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor constant_color;
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/* explicitly create a layer with an invalid handle */
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cogl_material_set_layer (material, 0, NULL);
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/* ignore the fallback texture on the layer and use a constant color
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instead */
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cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
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cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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NULL);
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cogl_material_set_layer_combine_constant (material, 0, &constant_color);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* We expect the final fragments to be green */
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test_material_with_primitives (state, x, y, 0x0000ffff);
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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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test_invalid_texture_layers (state,
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0, 0 /* position */
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);
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test_invalid_texture_layers_with_constant_colors (state,
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1, 0 /* position */
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);
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test_using_all_layers (state,
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2, 0 /* position */
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);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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}
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static CoglBool
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queue_redraw (void *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_materials (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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ClutterActor *group;
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unsigned int idle_source;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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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_container_add_actor (CLUTTER_CONTAINER (stage), group);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* 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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clutter_actor_show_all (stage);
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clutter_main ();
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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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