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)
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 CoglBool
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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_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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