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https://github.com/brl/mutter.git
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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.
275 lines
8.4 KiB
C
275 lines
8.4 KiB
C
#include <cogl/cogl2-experimental.h>
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#include <string.h>
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#include "test-utils.h"
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#define TEX_WIDTH 4
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#define TEX_HEIGHT 8
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#define TEX_DEPTH 16
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/* Leave four bytes of padding between each row */
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#define TEX_ROWSTRIDE (TEX_WIDTH * 4 + 4)
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/* Leave four rows of padding between each image */
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#define TEX_IMAGE_STRIDE ((TEX_HEIGHT + 4) * TEX_ROWSTRIDE)
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typedef struct _TestState
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{
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int fb_width;
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int fb_height;
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} TestState;
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static CoglTexture3D *
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create_texture_3d (CoglContext *context)
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{
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int x, y, z;
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uint8_t *data = g_malloc (TEX_IMAGE_STRIDE * TEX_DEPTH);
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uint8_t *p = data;
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CoglTexture3D *tex;
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CoglError *error = NULL;
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for (z = 0; z < TEX_DEPTH; z++)
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{
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for (y = 0; y < TEX_HEIGHT; y++)
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{
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for (x = 0; x < TEX_WIDTH; x++)
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{
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/* Set red, green, blue to values based on x, y, z */
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*(p++) = 255 - x * 8;
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*(p++) = y * 8;
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*(p++) = 255 - z * 8;
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/* Fully opaque */
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*(p++) = 0xff;
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}
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/* Set the padding between rows to 0xde */
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memset (p, 0xde, TEX_ROWSTRIDE - (TEX_WIDTH * 4));
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p += TEX_ROWSTRIDE - (TEX_WIDTH * 4);
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}
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/* Set the padding between images to 0xad */
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memset (p, 0xba, TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE));
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p += TEX_IMAGE_STRIDE - (TEX_HEIGHT * TEX_ROWSTRIDE);
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}
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tex = cogl_texture_3d_new_from_data (context,
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TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
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COGL_PIXEL_FORMAT_RGBA_8888,
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TEX_ROWSTRIDE,
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TEX_IMAGE_STRIDE,
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data,
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&error);
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if (tex == NULL)
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{
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g_assert (error != NULL);
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g_warning ("Failed to create 3D texture: %s", error->message);
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g_assert_not_reached ();
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}
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g_free (data);
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return tex;
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}
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static void
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draw_frame (TestState *state)
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{
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CoglTexture *tex = create_texture_3d (test_ctx);
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CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
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typedef struct { float x, y, s, t, r; } Vert;
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CoglPrimitive *primitive;
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CoglAttributeBuffer *attribute_buffer;
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CoglAttribute *attributes[2];
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Vert *verts, *v;
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int i;
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cogl_pipeline_set_layer_texture (pipeline, 0, tex);
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cogl_object_unref (tex);
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cogl_pipeline_set_layer_filters (pipeline, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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/* Render the texture repeated horizontally twice using a regular
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cogl rectangle. This should end up with the r texture coordinates
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as zero */
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cogl_framebuffer_draw_textured_rectangle (test_fb, pipeline,
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0.0f, 0.0f, TEX_WIDTH * 2, TEX_HEIGHT,
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0.0f, 0.0f, 2.0f, 1.0f);
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/* Render all of the images in the texture using coordinates from a
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CoglPrimitive */
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v = verts = g_new (Vert, 4 * TEX_DEPTH);
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for (i = 0; i < TEX_DEPTH; i++)
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{
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float r = (i + 0.5f) / TEX_DEPTH;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 0;
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v->t = 0;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 0;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT * 2;
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v->s = 1;
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v->t = 1;
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v->r = r;
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v++;
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v->x = i * TEX_WIDTH + TEX_WIDTH;
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v->y = TEX_HEIGHT;
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v->s = 1;
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v->t = 0;
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v->r = r;
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v++;
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}
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attribute_buffer = cogl_attribute_buffer_new (test_ctx,
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4 * TEX_DEPTH * sizeof (Vert),
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verts);
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attributes[0] = cogl_attribute_new (attribute_buffer,
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"cogl_position_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (attribute_buffer,
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"cogl_tex_coord_in",
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sizeof (Vert),
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G_STRUCT_OFFSET (Vert, s),
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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6 * TEX_DEPTH,
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attributes,
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2 /* n_attributes */);
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cogl_primitive_set_indices (primitive,
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cogl_get_rectangle_indices (test_ctx,
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TEX_DEPTH),
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6 * TEX_DEPTH);
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cogl_primitive_draw (primitive, test_fb, pipeline);
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g_free (verts);
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cogl_object_unref (primitive);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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cogl_object_unref (attribute_buffer);
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cogl_object_unref (pipeline);
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}
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static void
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validate_block (int block_x, int block_y, int z)
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{
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int x, y;
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for (y = 0; y < TEX_HEIGHT; y++)
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for (x = 0; x < TEX_WIDTH; x++)
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test_utils_check_pixel_rgb (test_fb,
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block_x * TEX_WIDTH + x,
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block_y * TEX_HEIGHT + y,
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255 - x * 8,
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y * 8,
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255 - z * 8);
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}
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static void
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validate_result (void)
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{
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int i;
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validate_block (0, 0, 0);
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for (i = 0; i < TEX_DEPTH; i++)
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validate_block (i, 1, i);
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}
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static void
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test_multi_texture (TestState *state)
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{
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CoglPipeline *pipeline;
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CoglTexture3D *tex_3d;
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CoglTexture2D *tex_2d;
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uint8_t tex_data[4];
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
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/* Tests a pipeline that is using multi-texturing to combine a 3D
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texture with a 2D texture. The texture from another layer is
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sampled with TEXTURE_? just to pick up a specific bug that was
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happening with the ARBfp fragend */
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pipeline = cogl_pipeline_new (test_ctx);
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tex_data[0] = 0xff;
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tex_data[1] = 0x00;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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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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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 0, tex_2d);
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tex_data[0] = 0x00;
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tex_data[1] = 0xff;
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tex_data[2] = 0x00;
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tex_data[3] = 0xff;
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tex_3d = cogl_texture_3d_new_from_data (test_ctx,
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1, 1, 1, /* width/height/depth */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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4, /* image_stride */
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tex_data,
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NULL);
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cogl_pipeline_set_layer_texture (pipeline, 1, tex_3d);
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cogl_pipeline_set_layer_combine (pipeline, 0,
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"RGBA = REPLACE(PREVIOUS)",
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NULL);
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGBA = ADD(TEXTURE_0, TEXTURE_1)",
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NULL);
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cogl_framebuffer_draw_rectangle (test_fb, pipeline, 0, 0, 10, 10);
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test_utils_check_pixel (test_fb, 5, 5, 0xffff00ff);
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cogl_object_unref (tex_2d);
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cogl_object_unref (tex_3d);
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cogl_object_unref (pipeline);
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}
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void
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test_texture_3d (void)
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{
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TestState state;
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state.fb_width = cogl_framebuffer_get_width (test_fb);
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state.fb_height = cogl_framebuffer_get_height (test_fb);
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cogl_framebuffer_orthographic (test_fb,
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0, 0, /* x_1, y_1 */
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state.fb_width, /* x_2 */
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state.fb_height /* y_2 */,
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-1, 100 /* near/far */);
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draw_frame (&state);
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validate_result ();
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test_multi_texture (&state);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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