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[test-backface-culling] Check that inverted tex coords don't affect culling
The additional check draws another front facing rectangle but this time with the texture coords flipped on the x axis. The code that handles sliced textures in cogl-primitives.c makes some suspicious changes to the geometry when the texture coords are inverted.
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@ -74,27 +74,31 @@ validate_result (TestState *state)
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{
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/* Front-facing texture */
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g_assert (validate_part (0, 0, TRUE));
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 0, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (1, 0, FALSE));
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g_assert (validate_part (2, 0, FALSE));
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/* Front-facing texture polygon */
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g_assert (validate_part (2, 0, TRUE));
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g_assert (validate_part (3, 0, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (3, 0, FALSE));
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g_assert (validate_part (4, 0, FALSE));
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/* Regular rectangle */
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g_assert (validate_part (4, 0, TRUE));
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g_assert (validate_part (5, 0, TRUE));
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/* Backface culling disabled - everything should be shown */
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/* Front-facing texture */
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g_assert (validate_part (0, 1, TRUE));
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/* Back-facing texture */
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/* Front-facing texture with flipped tex coords */
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g_assert (validate_part (1, 1, TRUE));
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/* Front-facing texture polygon */
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/* Back-facing texture */
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g_assert (validate_part (2, 1, TRUE));
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/* Back-facing texture polygon */
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/* Front-facing texture polygon */
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g_assert (validate_part (3, 1, TRUE));
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/* Regular rectangle */
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/* Back-facing texture polygon */
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g_assert (validate_part (4, 1, TRUE));
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/* Regular rectangle */
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g_assert (validate_part (5, 1, TRUE));
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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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@ -138,6 +142,14 @@ on_paint (ClutterActor *actor, TestState *state)
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture with flipped texcoords */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
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1.0, 0.0, 0.0, 1.0);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_material_set_layer (material, 0, state->texture);
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cogl_rectangle (x2, y1, x1, y2);
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