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b5a7657076
This makes a start on porting the Cogl conformance tests that currently still live in the Clutter repository to be standalone Cogl tests that no longer require a ClutterStage. The main thing is that this commit brings in is the basic testing infrastructure we need, so now we can port more and more tests incrementally. Since the test suite wants a way to synchronize X requests/replies and we can't simply call XSynchronize in the test-utils code before we know if we are really running on X this adds a check for an environment variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set it forces XSynchronize (dpy, TRUE) to be called. By default the conformance tests are run off screen. This makes the tests run much faster and they also don't interfere with other work you may want to do by constantly stealing focus. CoglOnscreen framebuffers obviously don't get tested this way so it's important that the tests also get run on screen every once in a while, especially if changes are being made to CoglFramebuffer related code. On screen testing can be enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
237 lines
6.7 KiB
C
237 lines
6.7 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "test-conform-common.h"
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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/* Non-power-of-two sized texture that should cause slicing */
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#define TEXTURE_SIZE 384
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/* Number of times to split the texture up on each axis */
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#define PARTS 2
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/* The texture is split into four parts, each with a different colour */
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#define PART_SIZE (TEXTURE_SIZE / PARTS)
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE TEXTURE_SIZE
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/* The size of a part once rendered */
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#define PART_RENDER_SIZE (TEXTURE_RENDER_SIZE / PARTS)
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static const ClutterColor corner_colors[PARTS * PARTS] =
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{
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/* Top left - red */ { 255, 0, 0, 255 },
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/* Top right - green */ { 0, 255, 0, 255 },
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/* Bottom left - blue */ { 0, 0, 255, 255 },
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/* Bottom right - yellow */ { 255, 255, 0, 255 }
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};
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typedef struct _TestState
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{
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unsigned int frame;
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CoglHandle texture;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, const ClutterColor *color)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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gboolean ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * PART_RENDER_SIZE + TEST_INSET,
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ynum * PART_RENDER_SIZE + TEST_INSET,
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PART_RENDER_SIZE - TEST_INSET * 2,
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PART_RENDER_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((PART_RENDER_SIZE - TEST_INSET * 2)
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* (PART_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != color->red)
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ret = FALSE;
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if (p[1] != color->green)
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ret = FALSE;
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if (p[2] != color->blue)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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}
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static void
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validate_result (TestState *state)
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{
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/* Validate that all four corners of the texture are drawn in the
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right color */
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g_assert (validate_part (0, 0, corner_colors + 0));
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g_assert (validate_part (1, 0, corner_colors + 1));
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g_assert (validate_part (0, 1, corner_colors + 2));
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g_assert (validate_part (1, 1, corner_colors + 3));
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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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{
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int frame_num;
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int y, x;
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/* Just render the texture in the top left corner */
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cogl_set_source_texture (state->texture);
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/* Render the texture using four separate rectangles */
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for (y = 0; y < 2; y++)
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for (x = 0; x < 2; x++)
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cogl_rectangle_with_texture_coords (x * TEXTURE_RENDER_SIZE / 2,
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y * TEXTURE_RENDER_SIZE / 2,
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(x + 1) * TEXTURE_RENDER_SIZE / 2,
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(y + 1) * TEXTURE_RENDER_SIZE / 2,
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x / 2.0f,
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y / 2.0f,
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(x + 1) / 2.0f,
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(y + 1) / 2.0f);
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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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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return TRUE;
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}
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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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int partx, party, width, height;
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p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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/* Make a texture with a different color for each part */
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for (party = 0; party < PARTS; party++)
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{
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height = (party < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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for (partx = 0; partx < PARTS; partx++)
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{
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const ClutterColor *color = corner_colors + party * PARTS + partx;
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width = (partx < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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while (width-- > 0)
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{
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*(p++) = color->red;
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*(p++) = color->green;
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*(p++) = color->blue;
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*(p++) = color->alpha;
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}
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}
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while (--height > 0)
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{
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memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE * 4;
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}
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_SIZE,
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COGL_TEXTURE_NO_ATLAS,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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if (g_test_verbose ())
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{
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if (cogl_texture_is_sliced (tex))
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g_print ("Texture is sliced\n");
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else
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g_print ("Texture is not sliced\n");
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}
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/* The texture should be sliced unless NPOTs are supported */
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g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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? !cogl_texture_is_sliced (tex)
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: cogl_texture_is_sliced (tex));
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return tex;
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}
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void
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test_cogl_npot_texture (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterActor *group;
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unsigned int idle_source;
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if (g_test_verbose ())
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{
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if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
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g_print ("NPOT textures are supported\n");
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else
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g_print ("NPOT textures are not supported\n");
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}
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state.frame = 0;
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state.texture = make_texture ();
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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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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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (stage);
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clutter_main ();
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g_source_remove (idle_source);
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cogl_handle_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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