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conform: Use a repaint function
Timeouts and idles are subject to the whims of the load of the machine running the tests, as we found out with the new installed tests and OSTree-based VM running the conformance test suite continuously. We should be able to use a repaint function and a blocking loop that either is terminated because we hit g_assert(), or because a flag gets toggled once we know that the Stage has been at least painted once. The currently enabled tests using clutter_stage_read_pixels() have been updated to this approach. https://bugzilla.gnome.org/show_bug.cgi?id=703476
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@ -16,7 +16,6 @@ struct _TestState
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gint in_validation;
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guint is_running : 1;
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guint success : 1;
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};
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static TestState *
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@ -169,38 +168,28 @@ validate_state (ClutterActor *stage,
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clutter_actor_get_allocation_box (actor, &box);
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g_assert (check_color_at (stage, actor, color, box.x1 + 2, box.y1 + 2));
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g_assert (check_color_at (stage, actor, color, box.x2 - 2, box.y2 - 2));
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check_color_at (stage, actor, color, box.x1 + 2, box.y1 + 2);
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check_color_at (stage, actor, color, box.x2 - 2, box.y2 - 2);
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}
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test_state_pop_validation (state);
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state->success = TRUE;
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (gpointer data_)
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{
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TestState *state = data_;
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clutter_actor_queue_redraw (state->stage);
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return TRUE;
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state->is_running = FALSE;
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}
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static gboolean
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test_state_run (TestState *state)
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{
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state->is_running = TRUE;
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g_signal_connect_after (state->stage, "paint", G_CALLBACK (validate_state), state);
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state->id = clutter_threads_add_idle (queue_redraw, state);
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clutter_main ();
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while (state->is_running)
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{
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clutter_actor_queue_redraw (state->stage);
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return state->success;
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g_main_context_iteration (NULL, FALSE);
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}
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return TRUE;
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}
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void
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@ -26,6 +26,7 @@ typedef struct
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ClutterActor *container;
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ClutterActor *child;
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ClutterActor *unrelated_actor;
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gboolean was_painted;
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} Data;
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GType foo_actor_get_type (void) G_GNUC_CONST;
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@ -89,15 +90,15 @@ typedef struct _FooGroupClass FooGroupClass;
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struct _FooGroupClass
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{
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ClutterGroupClass parent_class;
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ClutterActorClass parent_class;
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};
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struct _FooGroup
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{
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ClutterGroup parent;
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ClutterActor parent;
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};
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G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP);
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G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_ACTOR)
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static gboolean
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foo_group_has_overlaps (ClutterActor *actor)
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@ -175,7 +176,7 @@ verify_redraw (Data *data, int expected_paint_count)
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}
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static gboolean
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timeout_cb (gpointer user_data)
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run_verify (gpointer user_data)
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{
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Data *data = user_data;
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@ -288,7 +289,7 @@ timeout_cb (gpointer user_data)
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clutter_actor_set_position (data->unrelated_actor, 0, 1);
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verify_redraw (data, 0);
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clutter_main_quit ();
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data->was_painted = TRUE;
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return G_SOURCE_REMOVE;
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}
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@ -297,52 +298,43 @@ void
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actor_offscreen_redirect (TestConformSimpleFixture *fixture,
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gconstpointer test_data)
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{
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if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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Data data;
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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if (g_test_verbose ())
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g_print ("Offscreen buffers are not available, skipping test.\n");
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return;
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}
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data.stage = clutter_stage_new ();
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data.parent_container = clutter_group_new ();
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data.parent_container = clutter_actor_new ();
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data.container = g_object_new (foo_group_get_type (), NULL);
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data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
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clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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CLUTTER_ACTOR (data.foo_actor));
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clutter_actor_add_child (data.container, CLUTTER_ACTOR (data.foo_actor));
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clutter_actor_add_child (data.parent_container, data.container);
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clutter_actor_add_child (data.stage, data.parent_container);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container),
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data.container);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.parent_container);
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data.child = clutter_rectangle_new ();
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data.child = clutter_actor_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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data.child);
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clutter_actor_add_child (data.container, data.child);
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data.unrelated_actor = clutter_rectangle_new ();
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data.unrelated_actor = clutter_actor_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.unrelated_actor);
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clutter_actor_add_child (data.stage, data.unrelated_actor);
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clutter_actor_show (data.stage);
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/* Start the test after a short delay to allow the stage to
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render its initial frames without affecting the results */
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g_timeout_add_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL);
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clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT,
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run_verify,
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&data,
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NULL);
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clutter_main ();
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while (!data.was_painted)
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g_main_context_iteration (NULL, FALSE);
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clutter_actor_destroy (data.stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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@ -24,6 +24,7 @@ typedef struct _TestState
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{
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ClutterActor *stage;
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guint frame;
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gboolean was_painted;
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} TestState;
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static ClutterActor *
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@ -137,16 +138,12 @@ validate_result (TestState *state)
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g_print ("Testing onscreen clone with path clip...\n");
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validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 1);
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ypos++;
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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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static gboolean
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on_paint (gpointer data)
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{
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TestState *state = data;
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int frame_num;
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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@ -155,14 +152,10 @@ on_paint (ClutterActor *actor, TestState *state)
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frame_num = state->frame++;
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if (frame_num == 1)
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validate_result (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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state->was_painted = TRUE;
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return G_SOURCE_CONTINUE;
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return G_SOURCE_REMOVE;
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}
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void
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@ -174,7 +167,12 @@ texture_fbo (TestConformSimpleFixture *fixture,
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int ypos = 0;
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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if (g_test_verbose ())
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g_print ("Offscreen buffers are not available, skipping.\n");
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return;
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}
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state.frame = 0;
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@ -224,18 +222,15 @@ texture_fbo (TestConformSimpleFixture *fixture,
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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ypos++;
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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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clutter_threads_add_idle (queue_redraw, state.stage);
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g_signal_connect_after (state.stage, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show (state.stage);
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clutter_actor_show_all (state.stage);
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clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT,
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on_paint,
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&state,
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NULL);
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clutter_main ();
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while (!state.was_painted)
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g_main_context_iteration (NULL, FALSE);
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clutter_actor_destroy (state.stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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