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![Neil Roberts](/assets/img/avatar_default.png)
When creating a Cogl sub-texture, if the full texture is also a sub texture it will now just offset the x and y and reference the full texture instead. This avoids one level of indirection when rendering the texture which reduces the chances of getting rounding errors in the calculations.
377 lines
12 KiB
C
377 lines
12 KiB
C
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#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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#define SOURCE_SIZE 32
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#define SOURCE_DIVISIONS_X 2
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#define SOURCE_DIVISIONS_Y 2
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#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
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#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
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#define TEST_INSET 1
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static const ClutterColor
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corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
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{
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{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
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{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
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{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
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{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
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};
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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guint frame;
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CoglHandle tex;
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} TestState;
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static CoglHandle
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create_source (void)
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{
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int dx, dy;
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guchar *data = g_malloc (SOURCE_SIZE * SOURCE_SIZE * 4);
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/* Create a texture with a different coloured rectangle at each
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corner */
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for (dy = 0; dy < SOURCE_DIVISIONS_Y; dy++)
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for (dx = 0; dx < SOURCE_DIVISIONS_X; dx++)
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{
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guchar *p = (data + dy * DIVISION_HEIGHT * SOURCE_SIZE * 4 +
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dx * DIVISION_WIDTH * 4);
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int x, y;
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for (y = 0; y < DIVISION_HEIGHT; y++)
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{
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for (x = 0; x < DIVISION_WIDTH; x++)
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{
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memcpy (p, corner_colors + dx + dy * SOURCE_DIVISIONS_X, 4);
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p += 4;
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}
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p += SOURCE_SIZE * 4 - DIVISION_WIDTH * 4;
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}
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}
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return cogl_texture_new_from_data (SOURCE_SIZE, SOURCE_SIZE,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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SOURCE_SIZE * 4,
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data);
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}
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static CoglHandle
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create_test_texture (void)
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{
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CoglHandle tex;
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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int x, y;
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/* Create a texture that is 256x256 where the red component ranges
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from 0->255 along the x axis and the green component ranges from
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0->255 along the y axis. The blue and alpha components are all
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255 */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = x;
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*(p++) = y;
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*(p++) = 255;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (256, 256, COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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256 * 4,
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data);
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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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CoglHandle full_texture, sub_texture, sub_sub_texture;
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/* Create a sub texture of the bottom right quarter of the texture */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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DIVISION_WIDTH,
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DIVISION_HEIGHT,
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DIVISION_WIDTH,
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DIVISION_HEIGHT);
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/* Paint it */
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cogl_set_source_texture (sub_texture);
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cogl_rectangle (0.0f, 0.0f, DIVISION_WIDTH, DIVISION_HEIGHT);
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cogl_handle_unref (sub_texture);
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/* Repeat a sub texture of the top half of the full texture. This is
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documented to be undefined so it doesn't technically have to work
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but it will with the current implementation */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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0, 0,
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SOURCE_SIZE,
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DIVISION_HEIGHT);
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cogl_set_source_texture (sub_texture);
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cogl_rectangle_with_texture_coords (0.0f, SOURCE_SIZE,
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SOURCE_SIZE * 2.0f, SOURCE_SIZE * 1.5f,
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0.0f, 0.0f,
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2.0f, 1.0f);
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cogl_handle_unref (sub_texture);
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/* Create a sub texture of a sub texture */
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full_texture = create_test_texture ();
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sub_texture = cogl_texture_new_from_sub_texture (full_texture,
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20, 10, 30, 20);
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sub_sub_texture = cogl_texture_new_from_sub_texture (sub_texture,
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20, 10, 10, 10);
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cogl_set_source_texture (sub_sub_texture);
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cogl_rectangle (0.0f, SOURCE_SIZE * 2.0f,
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10.0f, SOURCE_SIZE * 2.0f + 10.0f);
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cogl_handle_unref (sub_sub_texture);
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cogl_handle_unref (sub_texture);
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cogl_handle_unref (full_texture);
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}
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static gboolean
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validate_part (TestState *state,
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int xpos, int ypos,
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int width, int height,
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const ClutterColor *color)
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{
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int x, y;
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gboolean pass = TRUE;
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guchar *pixels, *p;
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p = pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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xpos + TEST_INSET,
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ypos + TEST_INSET,
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width - TEST_INSET - 2,
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height - TEST_INSET - 2);
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/* Check whether the center of each division is the right color */
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for (y = 0; y < height - TEST_INSET - 2; y++)
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for (x = 0; x < width - TEST_INSET - 2; x++)
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{
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if (p[0] != color->red ||
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p[1] != color->green ||
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p[2] != color->blue)
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pass = FALSE;
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p += 4;
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}
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return pass;
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}
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static guint8 *
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create_update_data (void)
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{
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guint8 *data = g_malloc (256 * 256 * 4), *p = data;
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int x, y;
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/* Create some image data that is 256x256 where the blue component
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ranges from 0->255 along the x axis and the alpha component
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ranges from 0->255 along the y axis. The red and green components
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are all zero */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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*(p++) = 0;
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*(p++) = 0;
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*(p++) = x;
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*(p++) = y;
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}
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return data;
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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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int i, division_num, x, y;
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CoglHandle sub_texture, test_tex;
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guchar *texture_data, *p;
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gint tex_width, tex_height;
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/* Sub texture of the bottom right corner of the texture */
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g_assert (validate_part (state, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT,
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corner_colors +
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(SOURCE_DIVISIONS_Y - 1) * SOURCE_DIVISIONS_X +
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SOURCE_DIVISIONS_X - 1));
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/* Sub texture of the top half repeated horizontally */
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for (i = 0; i < 2; i++)
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for (division_num = 0; division_num < SOURCE_DIVISIONS_X; division_num++)
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g_assert (validate_part (state,
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i * SOURCE_SIZE + division_num * DIVISION_WIDTH,
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SOURCE_SIZE,
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DIVISION_WIDTH, DIVISION_HEIGHT,
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corner_colors + division_num));
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/* Sub sub texture */
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p = texture_data = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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0, SOURCE_SIZE * 2, 10, 10);
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for (y = 0; y < 10; y++)
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for (x = 0; x < 10; x++)
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{
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g_assert (*(p++) == x + 40);
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g_assert (*(p++) == y + 20);
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p += 2;
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}
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g_free (texture_data);
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/* Try reading back the texture data */
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sub_texture = cogl_texture_new_from_sub_texture (state->tex,
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SOURCE_SIZE / 4,
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SOURCE_SIZE / 4,
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SOURCE_SIZE / 2,
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SOURCE_SIZE / 2);
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tex_width = cogl_texture_get_width (sub_texture);
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tex_height = cogl_texture_get_height (sub_texture);
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p = texture_data = g_malloc (tex_width * tex_height * 4);
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cogl_texture_get_data (sub_texture, COGL_PIXEL_FORMAT_RGBA_8888,
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tex_width * 4,
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texture_data);
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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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{
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int div_x = ((x * SOURCE_SIZE / 2 / tex_width + SOURCE_SIZE / 4) /
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DIVISION_WIDTH);
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int div_y = ((y * SOURCE_SIZE / 2 / tex_height + SOURCE_SIZE / 4) /
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DIVISION_HEIGHT);
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const ClutterColor *color = (corner_colors + div_x +
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div_y * SOURCE_DIVISIONS_X);
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g_assert (p[0] == color->red);
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g_assert (p[1] == color->green);
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g_assert (p[2] == color->blue);
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p += 4;
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}
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g_free (texture_data);
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cogl_handle_unref (sub_texture);
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/* Create a 256x256 test texture */
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test_tex = create_test_texture ();
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/* Create a sub texture the views the center half of the texture */
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sub_texture = cogl_texture_new_from_sub_texture (test_tex,
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64, 64, 128, 128);
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/* Update the center half of the sub texture */
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texture_data = create_update_data ();
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cogl_texture_set_region (sub_texture, 0, 0, 32, 32, 64, 64, 256, 256,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, 256 * 4,
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texture_data);
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g_free (texture_data);
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cogl_handle_unref (sub_texture);
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/* Get the texture data */
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p = texture_data = g_malloc (256 * 256 * 4);
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cogl_texture_get_data (test_tex, COGL_PIXEL_FORMAT_RGBA_8888,
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256 * 4, texture_data);
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/* Verify the texture data */
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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/* If we're in the center quarter */
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if (x >= 96 && x < 160 && y >= 96 && y < 160)
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{
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g_assert ((*p++) == 0);
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g_assert ((*p++) == 0);
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g_assert ((*p++) == x - 96);
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g_assert ((*p++) == y - 96);
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}
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else
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{
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g_assert ((*p++) == x);
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g_assert ((*p++) == y);
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g_assert ((*p++) == 255);
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g_assert ((*p++) == 255);
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}
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}
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g_free (texture_data);
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cogl_handle_unref (test_tex);
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/* Comment this out to see what the test paints */
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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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draw_frame (state);
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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/* Need to increment frame first because clutter_stage_read_pixels
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fires a redraw */
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frame_num = state->frame++;
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if (frame_num == 2)
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validate_result (state);
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else if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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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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void
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test_cogl_sub_texture (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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guint idle_source;
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guint paint_handler;
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state.frame = 0;
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state.stage = clutter_stage_get_default ();
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state.tex = create_source ();
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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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, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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cogl_handle_unref (state.tex);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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