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54735dec84
The coding style has for a long time said to avoid using redundant glib data types such as gint or gchar etc because we feel that they make the code look unnecessarily foreign to developers coming from outside of the Gnome developer community. Note: When we tried to find the historical rationale for the types we just found that they were apparently only added for consistent syntax highlighting which didn't seem that compelling. Up until now we have been continuing to use some of the platform specific type such as gint{8,16,32,64} and gsize but this patch switches us over to using the standard c99 equivalents instead so we can further ensure that our code looks familiar to the widest range of C developers who might potentially contribute to Cogl. So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this switches all Cogl code to instead use the int{8,16,32,64}_t and uint{8,16,32,64}_t c99 types instead. Instead of gsize we now use size_t For now we are not going to use the c99 _Bool type and instead we have introduced a new CoglBool type to use instead of gboolean. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
207 lines
5.7 KiB
C
207 lines
5.7 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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#define QUAD_WIDTH 20
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define ALPHA 3
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typedef struct _TestState
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{
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unsigned int padding;
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} TestState;
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static void
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assert_region_color (int x,
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int y,
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int width,
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int height,
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uint8_t red,
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uint8_t green,
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uint8_t blue,
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uint8_t alpha)
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{
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uint8_t *data = g_malloc0 (width * height * 4);
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cogl_read_pixels (x, y, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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uint8_t *pixel = &data[y * width * 4 + x * 4];
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#if 1
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g_assert (pixel[RED] == red &&
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pixel[GREEN] == green &&
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pixel[BLUE] == blue);
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#endif
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}
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g_free (data);
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}
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/* Creates a texture divided into 4 quads with colors arranged as follows:
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* (The same value are used in all channels for each texel)
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*
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* |-----------|
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* |0x11 |0x00 |
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* |+ref | |
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* |-----------|
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* |0x00 |0x33 |
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* | |+ref |
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* |-----------|
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*
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*
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*/
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static CoglHandle
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make_texture (guchar ref)
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{
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int x;
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int y;
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guchar *tex_data, *p;
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CoglHandle tex;
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guchar val;
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tex_data = g_malloc (QUAD_WIDTH * QUAD_WIDTH * 16);
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for (y = 0; y < QUAD_WIDTH * 2; y++)
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for (x = 0; x < QUAD_WIDTH * 2; x++)
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{
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p = tex_data + (QUAD_WIDTH * 8 * y) + x * 4;
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if (x < QUAD_WIDTH && y < QUAD_WIDTH)
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val = 0x11 + ref;
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else if (x >= QUAD_WIDTH && y >= QUAD_WIDTH)
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val = 0x33 + ref;
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else
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val = 0x00;
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p[0] = p[1] = p[2] = p[3] = val;
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}
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/* Note: we don't use COGL_PIXEL_FORMAT_ANY for the internal format here
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* since we don't want to allow Cogl to premultiply our data. */
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tex = cogl_texture_new_from_data (QUAD_WIDTH * 2,
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QUAD_WIDTH * 2,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_RGBA_8888,
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QUAD_WIDTH * 8,
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tex_data);
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g_free (tex_data);
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return tex;
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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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CoglHandle tex0, tex1;
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CoglHandle material;
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CoglBool status;
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GError *error = NULL;
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float tex_coords[] = {
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0, 0, 0.5, 0.5, /* tex0 */
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0.5, 0.5, 1, 1 /* tex1 */
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};
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tex0 = make_texture (0x00);
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tex1 = make_texture (0x11);
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material = cogl_material_new ();
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/* An arbitrary color which should be replaced by the first texture layer */
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cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
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cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);
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cogl_material_set_layer (material, 0, tex0);
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cogl_material_set_layer_combine (material, 0,
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"RGBA = REPLACE (TEXTURE)", NULL);
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/* We'll use nearest filtering mode on the textures, otherwise the
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edge of the quad can pull in texels from the neighbouring
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quarters of the texture due to imprecision */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer (material, 1, tex1);
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cogl_material_set_layer_filters (material, 1,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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status = cogl_material_set_layer_combine (material, 1,
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"RGBA = ADD (PREVIOUS, TEXTURE)",
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&error);
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if (!status)
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{
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/* It's not strictly a test failure; you need a more capable GPU or
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* driver to test this texture combine string. */
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g_debug ("Failed to setup texture combine string "
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"RGBA = ADD (PREVIOUS, TEXTURE): %s",
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error->message);
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}
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cogl_set_source (material);
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cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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tex_coords, 8);
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cogl_handle_unref (material);
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cogl_handle_unref (tex0);
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cogl_handle_unref (tex1);
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/* See what we got... */
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assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
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0x55, 0x55, 0x55, 0x55);
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/* Comment this out if you want visual feedback for what this test paints */
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#if 1
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clutter_main_quit ();
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#endif
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}
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static CoglBool
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queue_redraw (void *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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void
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test_multitexture (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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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 incase someone comments out the
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* clutter_main_quit and wants visual feedback for the test since we
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* wont be doing anything else that 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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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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