#include #include "test-utils.h" /* Keep track of the number of textures that we've created and are * still alive */ static int destroyed_texture_count = 0; #define N_TEXTURES 3 static void free_texture_cb (void *user_data) { destroyed_texture_count++; } static CoglTexture * create_texture (void) { static const guint8 data[] = { 0xff, 0xff, 0xff, 0xff }; static CoglUserDataKey texture_data_key; CoglTexture2D *tex_2d; tex_2d = cogl_texture_2d_new_from_data (test_ctx, 1, 1, /* width / height */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, COGL_PIXEL_FORMAT_ANY, 4, /* rowstride */ data, NULL); /* Set some user data on the texture so we can track when it has * been destroyed */ cogl_object_set_user_data (COGL_OBJECT (tex_2d), &texture_data_key, GINT_TO_POINTER (1), free_texture_cb); return tex_2d; } void test_pipeline_cache_unrefs_texture (void) { CoglPipeline *pipeline = cogl_pipeline_new (test_ctx); CoglPipeline *simple_pipeline; int i; /* Create a pipeline with three texture layers. That way we can be * pretty sure the pipeline will cause a unique shader to be * generated in the cache */ for (i = 0; i < N_TEXTURES; i++) { CoglTexture *tex = create_texture (); cogl_pipeline_set_layer_texture (pipeline, i, tex); cogl_object_unref (tex); } /* Draw something with the pipeline to ensure it gets into the * pipeline cache */ cogl_framebuffer_draw_rectangle (test_fb, pipeline, 0, 0, 10, 10); cogl_framebuffer_finish (test_fb); /* Draw something else so that it is no longer the current flushed * pipeline, and the units have a different texture bound */ simple_pipeline = cogl_pipeline_new (test_ctx); for (i = 0; i < N_TEXTURES; i++) { CoglColor combine_constant; cogl_color_init_from_4ub (&combine_constant, i, 0, 0, 255); cogl_pipeline_set_layer_combine_constant (simple_pipeline, i, &combine_constant); } cogl_framebuffer_draw_rectangle (test_fb, simple_pipeline, 0, 0, 10, 10); cogl_framebuffer_finish (test_fb); cogl_object_unref (simple_pipeline); g_assert_cmpint (destroyed_texture_count, ==, 0); /* Destroy the pipeline. This should immediately cause the textures * to be freed */ cogl_object_unref (pipeline); g_assert_cmpint (destroyed_texture_count, ==, N_TEXTURES); if (cogl_test_verbose ()) g_print ("OK\n"); }