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af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
92 lines
2.8 KiB
C
92 lines
2.8 KiB
C
#include <cogl/cogl.h>
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#include "test-utils.h"
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/* Keep track of the number of textures that we've created and are
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* still alive */
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static int destroyed_texture_count = 0;
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#define N_TEXTURES 3
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static void
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free_texture_cb (void *user_data)
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{
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destroyed_texture_count++;
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}
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static CoglTexture *
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create_texture (void)
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{
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static const guint8 data[] =
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{ 0xff, 0xff, 0xff, 0xff };
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static CoglUserDataKey texture_data_key;
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CoglTexture2D *tex_2d;
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tex_2d = cogl_texture_2d_new_from_data (test_ctx,
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1, 1, /* width / height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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data,
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NULL);
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/* Set some user data on the texture so we can track when it has
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* been destroyed */
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cogl_object_set_user_data (COGL_OBJECT (tex_2d),
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&texture_data_key,
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GINT_TO_POINTER (1),
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free_texture_cb);
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return tex_2d;
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}
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void
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test_pipeline_cache_unrefs_texture (void)
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{
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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CoglPipeline *simple_pipeline;
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int i;
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/* Create a pipeline with three texture layers. That way we can be
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* pretty sure the pipeline will cause a unique shader to be
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* generated in the cache */
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for (i = 0; i < N_TEXTURES; i++)
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{
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CoglTexture *tex = create_texture ();
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cogl_pipeline_set_layer_texture (pipeline, i, tex);
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cogl_object_unref (tex);
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}
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/* Draw something with the pipeline to ensure it gets into the
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* pipeline cache */
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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0, 0, 10, 10);
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cogl_framebuffer_finish (test_fb);
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/* Draw something else so that it is no longer the current flushed
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* pipeline, and the units have a different texture bound */
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simple_pipeline = cogl_pipeline_new (test_ctx);
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for (i = 0; i < N_TEXTURES; i++)
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{
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CoglColor combine_constant;
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cogl_color_init_from_4ub (&combine_constant, i, 0, 0, 255);
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cogl_pipeline_set_layer_combine_constant (simple_pipeline,
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i,
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&combine_constant);
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}
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cogl_framebuffer_draw_rectangle (test_fb, simple_pipeline, 0, 0, 10, 10);
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cogl_framebuffer_finish (test_fb);
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cogl_object_unref (simple_pipeline);
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g_assert_cmpint (destroyed_texture_count, ==, 0);
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/* Destroy the pipeline. This should immediately cause the textures
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* to be freed */
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cogl_object_unref (pipeline);
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g_assert_cmpint (destroyed_texture_count, ==, N_TEXTURES);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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