c0a553163b
cogl_read_pixels() no longer asserts that the format passed in is RGBA_8888 but instead accepts any format. The appropriate GL enums for the format are passed to glReadPixels so OpenGL should be perform a conversion if neccessary. It currently assumes glReadPixels will always give us premultiplied data. This will usually be correct because the result of the default blending operations for Cogl ends up with premultiplied data in the framebuffer. However it is possible for the framebuffer to be in whatever format depending on what CoglMaterial is used to render to it. Eventually we may want to add a way for an application to inform Cogl that the framebuffer is not premultiplied in case it is being used for some special purpose. If the requested format is not premultiplied then Cogl will convert it. The tests have been changed to read the data as premultiplied so that they won't be affected by the conversion. Picking in Clutter has been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need the alpha component. clutter_stage_read_pixels is left unchanged because the application can't specify a format for that so it seems to make most sense to store unpremultiplied values. http://bugzilla.openedhand.com/show_bug.cgi?id=1959
463 lines
15 KiB
C
463 lines
15 KiB
C
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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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#define BLEND_CONSTANT_UNUSED 0xDEADBEEF
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#define TEX_CONSTANT_UNUSED 0xDEADBEEF
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typedef struct _TestState
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{
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guint frame;
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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_pixel (GLubyte *pixel, guint32 color)
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{
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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if (g_test_verbose ())
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g_print (" expected = %x, %x, %x, %x\n",
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r, g, b, a);
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/* FIXME - allow for hardware in-precision */
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g_assert_cmpint (pixel[RED], ==, r);
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g_assert_cmpint (pixel[GREEN], ==, g);
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g_assert_cmpint (pixel[BLUE], ==, b);
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/* FIXME
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* 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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/* g_assert (pixel[ALPHA] == a); */
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}
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static void
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test_blend (TestState *state,
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int x,
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int y,
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guint32 src_color,
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guint32 dst_color,
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const char *blend_string,
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guint32 blend_constant,
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guint32 expected_result)
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{
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/* src color */
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guint8 Sr = MASK_RED (src_color);
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guint8 Sg = MASK_GREEN (src_color);
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guint8 Sb = MASK_BLUE (src_color);
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guint8 Sa = MASK_ALPHA (src_color);
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/* dest color */
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guint8 Dr = MASK_RED (dst_color);
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guint8 Dg = MASK_GREEN (dst_color);
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guint8 Db = MASK_BLUE (dst_color);
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guint8 Da = MASK_ALPHA (dst_color);
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/* blend constant - when applicable */
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guint8 Br = MASK_RED (blend_constant);
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guint8 Bg = MASK_GREEN (blend_constant);
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guint8 Bb = MASK_BLUE (blend_constant);
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guint8 Ba = MASK_ALPHA (blend_constant);
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CoglColor blend_const_color;
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CoglHandle material;
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gboolean status;
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GError *error = NULL;
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GLubyte pixel[4];
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GLint y_off;
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GLint x_off;
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/* First write out the destination color without any blending... */
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material = cogl_material_new ();
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cogl_material_set_color4ub (material, Dr, Dg, Db, Da);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_set_source (material);
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cogl_rectangle (x * QUAD_WIDTH,
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y * QUAD_WIDTH,
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x * QUAD_WIDTH + QUAD_WIDTH,
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_handle_unref (material);
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/*
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* Now blend a rectangle over our well defined destination:
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*/
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material = cogl_material_new ();
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cogl_material_set_color4ub (material, Sr, Sg, Sb, Sa);
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status = cogl_material_set_blend (material, blend_string, &error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this blend string. */
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g_debug ("Failed to test blend string %s: %s",
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blend_string, error->message);
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}
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cogl_color_set_from_4ub (&blend_const_color, Br, Bg, Bb, Ba);
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cogl_material_set_blend_constant (material, &blend_const_color);
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cogl_set_source (material);
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cogl_rectangle (x * QUAD_WIDTH,
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y * QUAD_WIDTH,
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x * QUAD_WIDTH + QUAD_WIDTH,
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_handle_unref (material);
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/* See what we got... */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame <= 2)
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return;
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cogl_read_pixels (x_off, 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 (g_test_verbose ())
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{
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g_print ("test_blend (%d, %d):\n%s\n", x, y, blend_string);
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g_print (" src color = %02x, %02x, %02x, %02x\n", Sr, Sg, Sb, Sa);
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g_print (" dst color = %02x, %02x, %02x, %02x\n", Dr, Dg, Db, Da);
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if (blend_constant != BLEND_CONSTANT_UNUSED)
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g_print (" blend constant = %02x, %02x, %02x, %02x\n",
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Br, Bg, Bb, Ba);
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else
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g_print (" blend constant = UNUSED\n");
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g_print (" result = %x, %x, %x, %x\n",
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pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
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}
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check_pixel (pixel, expected_result);
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}
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static CoglHandle
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make_texture (guint32 color)
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{
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guchar *tex_data, *p;
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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CoglHandle tex;
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tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 4);
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for (p = tex_data + QUAD_WIDTH * QUAD_WIDTH * 4; p > tex_data;)
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{
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*(--p) = a;
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*(--p) = b;
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*(--p) = g;
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*(--p) = r;
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}
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/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
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* since we don't want to allow Cogl to premultiply our data. */
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tex = cogl_texture_new_from_data (QUAD_WIDTH,
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QUAD_WIDTH,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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QUAD_WIDTH * 4,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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static void
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test_tex_combine (TestState *state,
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int x,
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int y,
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guint32 tex0_color,
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guint32 tex1_color,
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guint32 combine_constant,
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const char *combine_string,
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guint32 expected_result)
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{
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CoglHandle tex0, tex1;
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/* combine constant - when applicable */
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guint8 Cr = MASK_RED (combine_constant);
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guint8 Cg = MASK_GREEN (combine_constant);
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guint8 Cb = MASK_BLUE (combine_constant);
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guint8 Ca = MASK_ALPHA (combine_constant);
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CoglColor combine_const_color;
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CoglHandle material;
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gboolean status;
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GError *error = NULL;
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GLubyte pixel[4];
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GLint y_off;
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GLint x_off;
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tex0 = make_texture (tex0_color);
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tex1 = make_texture (tex1_color);
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material = cogl_material_new ();
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cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_material_set_layer (material, 0, tex0);
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cogl_material_set_layer_combine (material, 0,
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"RGBA = REPLACE (TEXTURE)", NULL);
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cogl_material_set_layer (material, 1, tex1);
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status = cogl_material_set_layer_combine (material, 1,
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combine_string, &error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this texture combine string. */
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g_debug ("Failed to test texture combine string %s: %s",
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combine_string, error->message);
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}
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cogl_color_set_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca);
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cogl_material_set_layer_combine_constant (material, 1, &combine_const_color);
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cogl_set_source (material);
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cogl_rectangle (x * QUAD_WIDTH,
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y * QUAD_WIDTH,
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x * QUAD_WIDTH + QUAD_WIDTH,
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_handle_unref (material);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex1);
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/* See what we got... */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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/* XXX:
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* We haven't always had good luck with GL drivers implementing glReadPixels
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* reliably and skipping the first two frames improves our chances... */
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if (state->frame <= 2)
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return;
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cogl_read_pixels (x_off, 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 (g_test_verbose ())
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{
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g_print ("test_tex_combine (%d, %d):\n%s\n", x, y, combine_string);
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g_print (" texture 0 color = 0x%08lX\n", (unsigned long)tex0_color);
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g_print (" texture 1 color = 0x%08lX\n", (unsigned long)tex1_color);
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if (combine_constant != TEX_CONSTANT_UNUSED)
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g_print (" combine constant = %02x, %02x, %02x, %02x\n",
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Cr, Cg, Cb, Ca);
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else
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g_print (" combine constant = UNUSED\n");
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g_print (" result = %02x, %02x, %02x, %02x\n",
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pixel[RED], pixel[GREEN], pixel[BLUE], pixel[ALPHA]);
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}
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check_pixel (pixel, expected_result);
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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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int frame_num;
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test_blend (state, 0, 0, /* position */
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0xff0000ff, /* src */
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0xffffffff, /* dst */
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"RGBA = ADD (SRC_COLOR, 0)",
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BLEND_CONSTANT_UNUSED,
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0xff0000ff); /* expected */
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test_blend (state, 1, 0, /* position */
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0x11223344, /* src */
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0x11223344, /* dst */
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"RGBA = ADD (SRC_COLOR, DST_COLOR)",
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BLEND_CONSTANT_UNUSED,
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0x22446688); /* expected */
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test_blend (state, 2, 0, /* position */
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0x80808080, /* src */
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0xffffffff, /* dst */
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"RGBA = ADD (SRC_COLOR * (CONSTANT), 0)",
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0x80808080, /* constant (RGBA all = 0.5 when normalized) */
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0x40404040); /* expected */
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test_blend (state, 3, 0, /* position */
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0x80000080, /* src (alpha = 0.5 when normalized) */
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0x40000000, /* dst */
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"RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]),"
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" DST_COLOR * (1-SRC_COLOR[A]))",
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BLEND_CONSTANT_UNUSED,
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0x60000040); /* expected */
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/* XXX:
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* For all texture combine tests tex0 will use a combine mode of
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* "RGBA = REPLACE (TEXTURE)"
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*/
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test_tex_combine (state, 4, 0, /* position */
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0x11111111, /* texture 0 color */
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0x22222222, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = ADD (PREVIOUS, TEXTURE)", /* tex combine */
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0x33333333); /* expected */
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test_tex_combine (state, 5, 0, /* position */
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0x40404040, /* texture 0 color */
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0x80808080, /* texture 1 color (RGBA all = 0.5) */
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TEX_CONSTANT_UNUSED,
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"RGBA = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */
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0x20202020); /* expected */
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test_tex_combine (state, 6, 0, /* position */
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0xffffff80, /* texture 0 color (alpha = 0.5) */
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0xDEADBE40, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGB = REPLACE (PREVIOUS)"
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"A = MODULATE (PREVIOUS, TEXTURE)", /* tex combine */
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0xffffff20); /* expected */
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/* XXX: we are assuming test_tex_combine creates a material with
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* a color of 0x80808080 (i.e. the "PRIMARY" color) */
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test_tex_combine (state, 7, 0, /* position */
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0xffffff80, /* texture 0 color (alpha = 0.5) */
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0xDEADBE20, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGB = REPLACE (PREVIOUS)"
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"A = MODULATE (PRIMARY, TEXTURE)", /* tex combine */
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0xffffff10); /* expected */
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test_tex_combine (state, 8, 0, /* position */
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0x11111111, /* texture 0 color */
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0x22222222, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = ADD (PREVIOUS, 1-TEXTURE)", /* tex combine */
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0xeeeeeeee); /* expected */
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/* this is again assuming a primary color of 0x80808080 */
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test_tex_combine (state, 9, 0, /* position */
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0x10101010, /* texture 0 color */
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0x20202020, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = INTERPOLATE (PREVIOUS, TEXTURE, PRIMARY)",
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0x18181818); /* expected */
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#if 0 /* using TEXTURE_N appears to be broken in cogl-blend-string.c */
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test_tex_combine (state, 0, 1, /* position */
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0xDEADBEEF, /* texture 0 color (not used) */
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0x11223344, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = ADD (TEXTURE_1, TEXTURE)", /* tex combine */
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0x22446688); /* expected */
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#endif
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test_tex_combine (state, 1, 1, /* position */
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0x21314151, /* texture 0 color */
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0x99999999, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = ADD_SIGNED (PREVIOUS, TEXTURE)", /* tex combine */
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0x3a4a5a6a); /* expected */
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test_tex_combine (state, 2, 1, /* position */
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0xfedcba98, /* texture 0 color */
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0x11111111, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGBA = SUBTRACT (PREVIOUS, TEXTURE)", /* tex combine */
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0xedcba987); /* expected */
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test_tex_combine (state, 3, 1, /* position */
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0x8899aabb, /* texture 0 color */
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0xbbaa9988, /* texture 1 color */
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TEX_CONSTANT_UNUSED,
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"RGB = DOT3_RGBA (PREVIOUS, TEXTURE)"
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"A = REPLACE (PREVIOUS)",
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0x2a2a2abb); /* expected */
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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frame_num = state->frame++;
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if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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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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if (frame_num == 3)
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clutter_main_quit ();
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#endif
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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_blend_strings (TestConformSimpleFixture *fixture,
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gconstpointer 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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guint idle_source;
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state.frame = 0;
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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 (g_test_verbose ())
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g_print ("OK\n");
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}
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