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https://github.com/brl/mutter.git
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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.
292 lines
7.9 KiB
C
292 lines
7.9 KiB
C
#include <cogl/cogl.h>
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#include <string.h>
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#include "test-utils.h"
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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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#define MASK_RED(COLOR) ((COLOR & 0xff000000) >> 24)
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#define MASK_GREEN(COLOR) ((COLOR & 0xff0000) >> 16)
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#define MASK_BLUE(COLOR) ((COLOR & 0xff00) >> 8)
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#define MASK_ALPHA(COLOR) (COLOR & 0xff)
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typedef struct _TestState
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{
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int width;
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int height;
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} TestState;
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typedef struct
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{
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guint32 color;
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float depth;
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gboolean test_enable;
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CoglDepthTestFunction test_function;
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gboolean write_enable;
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float range_near;
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float range_far;
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} TestDepthState;
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static void
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check_pixel (GLubyte *pixel, guint32 color)
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{
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guint8 r = MASK_RED (color);
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guint8 g = MASK_GREEN (color);
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guint8 b = MASK_BLUE (color);
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guint8 a = MASK_ALPHA (color);
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if (g_test_verbose ())
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g_print (" expected = %x, %x, %x, %x\n",
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r, g, b, a);
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/* FIXME - allow for hardware in-precision */
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g_assert_cmpint (pixel[RED], ==, r);
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g_assert_cmpint (pixel[GREEN], ==, g);
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g_assert_cmpint (pixel[BLUE], ==, b);
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/* FIXME
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* We ignore the alpha, since we don't know if our render target is
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* RGB or RGBA */
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/* g_assert (pixel[ALPHA] == a); */
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}
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static gboolean
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draw_rectangle (TestState *state,
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int x,
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int y,
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TestDepthState *rect_state)
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{
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guint8 Cr = MASK_RED (rect_state->color);
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guint8 Cg = MASK_GREEN (rect_state->color);
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guint8 Cb = MASK_BLUE (rect_state->color);
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guint8 Ca = MASK_ALPHA (rect_state->color);
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CoglHandle pipeline;
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CoglDepthState depth_state;
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cogl_depth_state_init (&depth_state);
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cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
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cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
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cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
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cogl_depth_state_set_range (&depth_state,
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rect_state->range_near,
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rect_state->range_far);
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pipeline = cogl_pipeline_new ();
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if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
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{
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cogl_object_unref (pipeline);
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return FALSE;
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}
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cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);
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cogl_set_source (pipeline);
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cogl_push_matrix ();
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cogl_translate (0, 0, rect_state->depth);
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cogl_rectangle (x * QUAD_WIDTH,
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y * QUAD_WIDTH,
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x * QUAD_WIDTH + QUAD_WIDTH,
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y * QUAD_WIDTH + QUAD_WIDTH);
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cogl_pop_matrix ();
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cogl_object_unref (pipeline);
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return TRUE;
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}
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static void
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test_depth (TestState *state,
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int x,
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int y,
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TestDepthState *rect0_state,
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TestDepthState *rect1_state,
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TestDepthState *rect2_state,
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guint32 expected_result)
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{
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GLubyte pixel[4];
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int y_off;
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int x_off;
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gboolean missing_feature = FALSE;
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if (rect0_state)
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missing_feature |= !draw_rectangle (state, x, y, rect0_state);
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if (rect1_state)
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missing_feature |= !draw_rectangle (state, x, y, rect1_state);
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if (rect2_state)
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missing_feature |= !draw_rectangle (state, x, y, rect2_state);
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/* We don't consider it an error that we can't test something
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* the driver doesn't support. */
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if (missing_feature)
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return;
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/* See what we got... */
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y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
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x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);
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cogl_read_pixels (x_off, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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pixel);
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check_pixel (pixel, expected_result);
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}
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static void
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paint (TestState *state)
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{
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CoglMatrix identity;
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cogl_ortho (0, state->width, /* left, right */
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state->height, 0, /* bottom, top */
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-1, 100 /* z near, far */);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&identity);
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cogl_set_modelview_matrix (&identity);
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/* Sanity check a few of the different depth test functions
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* and that depth writing can be disabled... */
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{
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/* Closest */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* Furthest */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* In the middle */
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TestDepthState rect2_state = {
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0x0000ffff, /* rgba color */
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-20, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_NEVER,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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test_depth (state, 0, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x00ff00ff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_ALWAYS;
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test_depth (state, 1, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_LESS;
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test_depth (state, 2, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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rect2_state.test_function = COGL_DEPTH_TEST_FUNCTION_GREATER;
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test_depth (state, 3, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x00ff00ff); /* expected */
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rect0_state.test_enable = TRUE;
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rect1_state.write_enable = FALSE;
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test_depth (state, 4, 0, /* position */
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&rect0_state, &rect1_state, &rect2_state,
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0x0000ffff); /* expected */
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}
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/* Check that the depth buffer values can be mapped into different
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* ranges... */
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{
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/* Closest by depth, furthest by depth range */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_ALWAYS,
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TRUE, /* depth write enable */
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0.5, 1 /* depth range */
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};
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/* Furthest by depth, nearest by depth range */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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TRUE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_GREATER,
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TRUE, /* depth write enable */
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0, 0.5 /* depth range */
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};
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test_depth (state, 0, 1, /* position */
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&rect0_state, &rect1_state, NULL,
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0xff0000ff); /* expected */
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}
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/* Test that the legacy cogl_set_depth_test_enabled() API still
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* works... */
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{
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/* Nearest */
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TestDepthState rect0_state = {
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0xff0000ff, /* rgba color */
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-10, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_LESS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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/* Furthest */
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TestDepthState rect1_state = {
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0x00ff00ff, /* rgba color */
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-70, /* depth */
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FALSE, /* depth test enable */
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COGL_DEPTH_TEST_FUNCTION_LESS,
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TRUE, /* depth write enable */
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0, 1 /* depth range */
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};
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cogl_set_depth_test_enabled (TRUE);
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test_depth (state, 0, 2, /* position */
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&rect0_state, &rect1_state, NULL,
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0xff0000ff); /* expected */
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cogl_set_depth_test_enabled (FALSE);
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test_depth (state, 1, 2, /* position */
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&rect0_state, &rect1_state, NULL,
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0x00ff00ff); /* expected */
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}
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cogl_pop_matrix ();
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}
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void
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test_cogl_depth_test (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestUtilsSharedState *shared_state = data;
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TestState state;
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state.width = cogl_framebuffer_get_width (shared_state->fb);
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state.height = cogl_framebuffer_get_height (shared_state->fb);
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paint (&state);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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