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)
277 lines
7.5 KiB
C
277 lines
7.5 KiB
C
#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, 0x0, 0x0, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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} TestState;
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static CoglHandle
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create_source_rect (void)
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{
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#ifdef GL_TEXTURE_RECTANGLE_ARB
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int x, y;
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GLint prev_unpack_row_length;
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GLint prev_unpack_alignment;
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GLint prev_unpack_skip_rows;
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GLint prev_unpack_skip_pixles;
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GLint prev_rectangle_binding;
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uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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GLuint gl_tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 0;
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*(p++) = 255;
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}
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/* We are about to use OpenGL directly to create a TEXTURE_RECTANGLE
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* texture so we need to save the state that we modify so we can
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* restore it afterwards and be sure not to interfere with any state
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* caching that Cogl may do internally.
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*/
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glGetIntegerv (GL_UNPACK_ROW_LENGTH, &prev_unpack_row_length);
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glGetIntegerv (GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
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glGetIntegerv (GL_UNPACK_SKIP_ROWS, &prev_unpack_skip_rows);
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glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &prev_unpack_skip_pixles);
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glGetIntegerv (GL_TEXTURE_BINDING_RECTANGLE_ARB, &prev_rectangle_binding);
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glPixelStorei (GL_UNPACK_ROW_LENGTH, 256);
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glPixelStorei (GL_UNPACK_ALIGNMENT, 8);
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glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
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glGenTextures (1, &gl_tex);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_tex);
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glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
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GL_RGBA, 256, 256, 0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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data);
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/* Now restore the original GL state as Cogl had left it */
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glPixelStorei (GL_UNPACK_ROW_LENGTH, prev_unpack_row_length);
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glPixelStorei (GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
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glPixelStorei (GL_UNPACK_SKIP_ROWS, prev_unpack_skip_rows);
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glPixelStorei (GL_UNPACK_SKIP_PIXELS, prev_unpack_skip_pixles);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, prev_rectangle_binding);
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g_assert (glGetError () == GL_NO_ERROR);
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g_free (data);
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tex = cogl_texture_new_from_foreign (gl_tex,
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GL_TEXTURE_RECTANGLE_ARB,
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256, 256, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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return tex;
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#else /* GL_TEXTURE_RECTANGLE_ARB */
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return NULL;
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#endif /* GL_TEXTURE_RECTANGLE_ARB */
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}
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static CoglHandle
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create_source_2d (void)
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{
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int x, y;
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uint8_t *data = g_malloc (256 * 256 * 4), *p = data;
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CoglHandle tex;
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = 0;
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*(p++) = x;
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*(p++) = y;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (256, 256, 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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256 * 4,
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data);
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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 (TestState *state)
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{
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GLuint gl_tex;
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CoglHandle tex_rect = create_source_rect ();
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CoglHandle material_rect = cogl_material_new ();
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CoglHandle tex_2d = create_source_2d ();
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CoglHandle material_2d = cogl_material_new ();
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g_assert (tex_rect != NULL);
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cogl_material_set_layer (material_rect, 0, tex_rect);
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cogl_material_set_layer_filters (material_rect, 0,
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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_2d, 0, tex_2d);
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cogl_material_set_layer_filters (material_2d, 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_rect);
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/* Render the texture repeated horizontally twice */
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cogl_rectangle_with_texture_coords (0.0f, 0.0f, 512.0f, 256.0f,
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0.0f, 0.0f, 2.0f, 1.0f);
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/* Render the top half of the texture to test without repeating */
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cogl_rectangle_with_texture_coords (0.0f, 256.0f, 256.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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cogl_set_source (material_2d);
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/* Render the top half of a regular 2D texture */
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cogl_rectangle_with_texture_coords (256.0f, 256.0f, 512.0f, 384.0f,
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0.0f, 0.0f, 1.0f, 0.5f);
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/* Flush the rendering now so we can safely delete the texture */
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cogl_flush ();
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cogl_handle_unref (material_rect);
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/* Cogl doesn't destroy foreign textures so we have to do it manually */
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cogl_texture_get_gl_texture (tex_rect, &gl_tex, NULL);
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glDeleteTextures (1, &gl_tex);
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cogl_handle_unref (tex_rect);
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}
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static void
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validate_result (TestState *state)
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{
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uint8_t *data, *p;
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int x, y;
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p = data = g_malloc (512 * 384 * 4);
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cogl_read_pixels (0, 0, 512, 384,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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data);
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for (y = 0; y < 384; y++)
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for (x = 0; x < 512; x++)
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{
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if (x >= 256 && y >= 256)
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{
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g_assert_cmpint (p[0], ==, 0);
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g_assert_cmpint (p[1], ==, x & 0xff);
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g_assert_cmpint (p[2], ==, y & 0xff);
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}
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else
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{
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g_assert_cmpint (p[0], ==, x & 0xff);
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g_assert_cmpint (p[1], ==, y & 0xff);
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g_assert_cmpint (p[2], ==, 0);
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}
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p += 4;
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}
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g_free (data);
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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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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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draw_frame (state);
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validate_result (state);
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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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static CoglBool
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check_rectangle_extension (void)
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{
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static const char rect_extension[] = "GL_ARB_texture_rectangle";
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const char *extensions = (const char *) glGetString (GL_EXTENSIONS);
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const char *extensions_end;
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extensions_end = extensions + strlen (extensions);
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while (extensions < extensions_end)
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{
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const char *end = strchr (extensions, ' ');
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if (end == NULL)
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end = extensions_end;
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if (end - extensions == sizeof (rect_extension) - 1 &&
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!memcmp (extensions, rect_extension, sizeof (rect_extension) - 1))
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return TRUE;
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extensions = end + 1;
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}
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return FALSE;
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}
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void
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test_texture_rectangle (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.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 (check_rectangle_extension ())
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{
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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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, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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else if (cogl_test_verbose ())
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g_print ("Skipping\n");
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}
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