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162 lines
4.0 KiB
C
162 lines
4.0 KiB
C
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#include <config.h>
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#include <glib.h>
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#include <gmodule.h>
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#include <stdlib.h>
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <math.h>
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#define STAGE_WIDTH 800
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#define STAGE_HEIGHT 600
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gboolean run_all = FALSE;
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static GOptionEntry entries[] = {
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{
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"run-all", 'a',
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0,
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G_OPTION_ARG_NONE, &run_all,
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"Run all tests", ""
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},
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{ NULL }
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};
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typedef struct _TestState
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{
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int current_test;
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} TestState;
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typedef void (*TestCallback) (TestState *state);
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static void
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test_rectangles (TestState *state)
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{
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#define RECT_WIDTH 5
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#define RECT_HEIGHT 5
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int x;
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int y;
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/* Should the rectangles be randomly positioned/colored/rotated?
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*
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* It could be good to develop equivalent GL and Cairo tests so we can
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* have a sanity check for our Cogl performance.
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*
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* The color should vary to check that we correctly batch color changes
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* The use of alpha should vary so we have a variation of which rectangles
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* require blending.
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* Should this be a random variation?
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* It could be good to experiment with focibly enabling blending for
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* rectangles that don't technically need it for the sake of extending
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* batching. E.g. if you a long run of interleved rectangles with every
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* other rectangle needing blending then it may be worth enabling blending
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* for all the rectangles to avoid the state changes.
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* The modelview should change between rectangles to check the software
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* transform codepath.
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* Should we group some rectangles under the same modelview? Potentially
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* we could avoid software transform for long runs of rectangles with the
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* same modelview.
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*
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*/
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for (y = 0; y < STAGE_HEIGHT; y += RECT_HEIGHT)
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{
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for (x = 0; x < STAGE_WIDTH; x += RECT_WIDTH)
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{
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cogl_push_matrix ();
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cogl_translate (x, y, 0);
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cogl_rotate (45, 0, 0, 1);
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cogl_set_source_color4f (1,
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(1.0f/STAGE_WIDTH)*y,
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(1.0f/STAGE_HEIGHT)*x,
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1);
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cogl_rectangle (0, 0, RECT_WIDTH, RECT_HEIGHT);
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cogl_pop_matrix ();
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}
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}
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for (y = 0; y < STAGE_HEIGHT; y += RECT_HEIGHT)
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{
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for (x = 0; x < STAGE_WIDTH; x += RECT_WIDTH)
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{
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cogl_push_matrix ();
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cogl_translate (x, y, 0);
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cogl_rotate (0, 0, 0, 1);
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cogl_set_source_color4f (1,
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(1.0f/STAGE_WIDTH)*x,
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(1.0f/STAGE_HEIGHT)*y,
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(1.0f/STAGE_WIDTH)*x);
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cogl_rectangle (0, 0, RECT_WIDTH, RECT_HEIGHT);
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cogl_pop_matrix ();
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}
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}
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}
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TestCallback tests[] =
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{
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test_rectangles
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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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tests[state->current_test] (state);
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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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int
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main (int argc, char *argv[])
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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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guint idle_source;
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GError *error = NULL;
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g_setenv ("CLUTTER_VBLANK", "none", FALSE);
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g_setenv ("CLUTTER_SHOW_FPS", "1", FALSE);
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clutter_init_with_args (&argc, &argv,
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NULL,
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entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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return EXIT_FAILURE;
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}
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state.current_test = 0;
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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/* We want continuous redrawing of the stage... */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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return 0;
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}
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