#ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include guchar* make_rgba_data (int width, int height, int bpp, int has_alpha, int *rowstride_p) { #define CHECK_SIZE 20 gint x,y, rowstride, i = 0; guchar *pixels; g_assert(bpp == 4); g_assert(has_alpha == TRUE); rowstride = width * bpp; *rowstride_p = rowstride; pixels = g_try_malloc (height * rowstride); if (!pixels) return NULL; for (y = 0; y < height; y++) { i = 0; for (x = 0; x < width; x++) { guchar *p; p = pixels + y * rowstride + x * bpp; p[0] = p[1] = p[2] = 0; p[3] = 0xff; if (x && y && y % CHECK_SIZE && x % CHECK_SIZE) { if (x % CHECK_SIZE == 1) { if (++i > 3) i = 0; } p[i] = 0xff; } } } return pixels; } #define SPIN() while (g_main_context_pending (NULL)) \ g_main_context_iteration (NULL, FALSE); int main (int argc, char *argv[]) { ClutterActor *texture; ClutterActor *stage; gint i, j; guchar *pixels; int rowstride; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); clutter_actor_show_all (CLUTTER_ACTOR (stage)); SPIN(); pixels = make_rgba_data (1000, 1000, 4, TRUE, &rowstride); texture = clutter_texture_new (); clutter_container_add (CLUTTER_CONTAINER (stage), texture, NULL); clutter_actor_set_size (texture, 400, 400); clutter_actor_show (texture); for (i=100; i<=5000; i += 100) for (j=0; j<4; j++) { const int width = 1000; const int height = 1000; const gboolean has_alpha = TRUE; const int bpp = has_alpha ? 4 : 3; if (!pixels) g_error("No memory for %ix%i RGBA data failed", width, height); printf("o %ix%i texture... ", width, height); if (!clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (texture), pixels, has_alpha, width, height, rowstride, bpp, 0, NULL)) g_error("texture creation failed"); // g_free(pixels); printf("uploaded to texture...\n"); /* Hide & show to unreaise then realise the texture */ clutter_actor_hide (texture); clutter_actor_show (texture); // clutter_actor_unrealize (texture); SPIN(); // clutter_actor_destroy (texture); // clutter_container_remove (CLUTTER_CONTAINER (stage), texture, NULL); } return EXIT_SUCCESS; }