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tests: Port test-offscreen
This ports the test-offscreen test from being a Clutter test to a straight Cogl test. https://bugzilla.gnome.org/show_bug.cgi?id=668913 Reviewed-by: Robert Bragg <robert@linux.intel.com>
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@ -17,7 +17,6 @@ unported_test_sources = \
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test-multitexture.c \
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test-npot-texture.c \
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test-object.c \
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test-offscreen.c \
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test-pixel-buffer.c \
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test-premult.c \
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test-readpixels.c \
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@ -47,6 +46,7 @@ test_sources = \
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test-wrap-modes.c \
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test-sub-texture.c \
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test-custom-attributes.c \
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test-offscreen.c \
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$(NULL)
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test_conformance_SOURCES = $(common_sources) $(test_sources)
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@ -167,10 +167,11 @@ main (int argc, char **argv)
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ADD_TEST ("/cogl/internal/bitmask", test_cogl_bitmask);
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ADD_TEST ("/cogl", test_cogl_offscreen);
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/* left to the end because they aren't currently very orthogonal and tend to
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* break subsequent tests! */
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UNPORTED_TEST ("/cogl", test_cogl_viewport);
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UNPORTED_TEST ("/cogl", test_cogl_offscreen);
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return g_test_run ();
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}
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@ -1,61 +1,66 @@
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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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#include "test-utils.h"
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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 FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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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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CoglContext *context;
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int fb_width;
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int fb_height;
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} TestState;
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static void
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on_paint (ClutterActor *actor, void *state)
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check_quadrant (TestState *state,
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int qx,
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int qy,
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guint32 expected_rgba)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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/* The quadrants are all stuffed into the top right corner of the
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framebuffer */
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int x = state->fb_width * qx / 4 + state->fb_width / 2;
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int y = state->fb_height * qy / 4;
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int width = state->fb_width / 4;
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int height = state->fb_height / 4;
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/* Subtract a two-pixel gap around the edges to allow some rounding
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differences */
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x += 2;
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y += 2;
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width -= 4;
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height -= 4;
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test_utils_check_region (x, y, width, height, expected_rgba);
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}
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static void
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paint (TestState *state)
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{
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CoglTexture2D *tex_2d;
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CoglTexture *tex;
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CoglHandle offscreen;
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guint8 pixel[4];
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/* Save the Clutter viewport/matrices and load identity matrices */
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tex_2d = cogl_texture_2d_new_with_size (state->context,
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state->fb_width,
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state->fb_height,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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NULL);
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tex = COGL_TEXTURE (tex_2d);
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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/* Set a scale and translate transform on the window framebuffer before
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* switching to the offscreen framebuffer so we can verify it gets restored
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* when we switch back
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/* Set a scale and translate transform on the window framebuffer
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* before switching to the offscreen framebuffer so we can verify it
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* gets restored when we switch back
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*
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* The test is going to draw a grid of 4 colors to a texture which we
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* subsequently draw to the window with a fullscreen rectangle. This
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* transform will flip the texture left to right, scale it to a quater of the
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* window size and slide it to the top right of the window.
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* The test is going to draw a grid of 4 colors to a texture which
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* we subsequently draw to the window with a fullscreen rectangle.
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* This transform will flip the texture left to right, scale it to a
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* quarter of the window size and slide it to the top right of the
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* window.
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*/
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cogl_translate (0.5, 0.5, 0);
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cogl_scale (-0.5, 0.5, 1);
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@ -88,80 +93,34 @@ on_paint (ClutterActor *actor, void *state)
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_handle_unref (tex);
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cogl_object_unref (tex_2d);
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/* NB: The texture is drawn flipped horizontally and scaled to fit in the
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* top right corner of the window. */
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/* red, top right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, 0, 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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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0x00 && pixel[BLUE] == 0x00);
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check_quadrant (state, 1, 0, 0xff0000ff);
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/* green, top left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), 0, 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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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0xff && pixel[BLUE] == 0x00);
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check_quadrant (state, 0, 0, 0x00ff00ff);
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/* blue, bottom right */
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cogl_read_pixels (FRAMEBUFFER_WIDTH - 1, (FRAMEBUFFER_HEIGHT/2) - 1, 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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g_assert (pixel[RED] == 0x00 && pixel[GREEN] == 0x00 && pixel[BLUE] == 0xff);
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check_quadrant (state, 1, 1, 0x0000ffff);
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/* white, bottom left */
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cogl_read_pixels ((FRAMEBUFFER_WIDTH/2), (FRAMEBUFFER_HEIGHT/2) - 1, 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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g_assert (pixel[RED] == 0xff && pixel[GREEN] == 0xff && pixel[BLUE] == 0xff);
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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 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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check_quadrant (state, 0, 1, 0xffffffff);
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}
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void
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test_cogl_offscreen (TestUtilsGTestFixture *fixture,
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void *data)
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{
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unsigned int idle_source;
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ClutterActor *stage;
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TestUtilsSharedState *shared_state = data;
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TestState state;
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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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state.context = shared_state->ctx;
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state.fb_width = cogl_framebuffer_get_width (shared_state->fb);
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state.fb_height = cogl_framebuffer_get_height (shared_state->fb);
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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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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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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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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paint (&state);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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