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When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
256 lines
7.7 KiB
C
256 lines
7.7 KiB
C
#include "cogl-config.h"
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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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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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#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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ClutterGeometry stage_geom;
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} TestState;
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static void
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check_quad (int quad_x, int quad_y, uint32_t color)
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{
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test_utils_check_pixel (x * QUAD_WIDTH + (QUAD_WIDTH / 2),
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y * QUAD_WIDTH + (QUAD_WIDTH / 2),
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color);
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}
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static void
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test_material_with_primitives (TestState *state,
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int x, int y,
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uint32_t color)
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{
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CoglTextureVertex verts[4] = {
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{ .x = 0, .y = 0, .z = 0 },
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{ .x = 0, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = QUAD_WIDTH, .z = 0 },
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{ .x = QUAD_WIDTH, .y = 0, .z = 0 },
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};
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CoglHandle vbo;
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cogl_push_matrix ();
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cogl_translate (x * QUAD_WIDTH, y * QUAD_WIDTH, 0);
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cogl_rectangle (0, 0, QUAD_WIDTH, QUAD_WIDTH);
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cogl_translate (0, QUAD_WIDTH, 0);
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cogl_polygon (verts, 4, FALSE);
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cogl_translate (0, QUAD_WIDTH, 0);
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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sizeof (CoglTextureVertex), /* stride */
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verts);
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cogl_vertex_buffer_draw (vbo,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, /* first */
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4); /* count */
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cogl_object_unref (vbo);
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cogl_pop_matrix ();
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check_quad (x, y, color);
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check_quad (x, y+1, color);
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check_quad (x, y+2, color);
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}
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static void
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test_invalid_texture_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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/* explicitly create a layer with an invalid handle. This may be desireable
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* if the user also sets a texture combine string that e.g. refers to a
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* constant color. */
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cogl_material_set_layer (material, 0, NULL);
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cogl_set_source (material);
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cogl_object_unref (material);
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/* We expect a white fallback material to be used */
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test_material_with_primitives (state, x, y, 0xffffffff);
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}
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static void
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test_using_all_layers (TestState *state, int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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uint8_t red_pixel[] = { 0xff, 0x00, 0x00, 0xff };
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CoglHandle white_texture;
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CoglHandle red_texture;
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GLint n_layers;
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int i;
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/* Create a material that uses the maximum number of layers. All but
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the last layer will use a solid white texture. The last layer
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will use a red texture. The layers will all be modulated together
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so the final fragment should be red. */
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white_texture = test_utils_texture_new_from_data (1, 1, TEST_UTILS_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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red_texture = test_utils_texture_new_from_data (1, 1, TEST_UTILS_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, red_pixel);
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/* FIXME: Cogl doesn't provide a way to query the maximum number of
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texture layers so for now we'll just ask GL directly. */
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#ifdef HAVE_COGL_GLES2
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{
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GLint n_image_units, n_attribs;
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/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
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GL_MAX_TEXTURE_IMAGE_UNITS instead */
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glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
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/* Cogl needs a vertex attrib for each layer to upload the texture
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coordinates */
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glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
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/* We can't use two of the attribs because they are used by the
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position and color */
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n_attribs -= 2;
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n_layers = MIN (n_attribs, n_image_units);
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}
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#else
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glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
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#endif
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/* FIXME: is this still true? */
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/* Cogl currently can't cope with more than 32 layers so we'll also
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limit the maximum to that. */
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if (n_layers > 32)
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n_layers = 32;
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for (i = 0; i < n_layers; i++)
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{
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cogl_material_set_layer_filters (material, i,
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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, i,
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i == n_layers - 1 ? red_texture : white_texture);
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}
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cogl_set_source (material);
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cogl_object_unref (material);
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cogl_object_unref (white_texture);
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cogl_object_unref (red_texture);
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/* We expect the final fragment to be red */
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test_material_with_primitives (state, x, y, 0xff0000ff);
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}
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static void
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test_invalid_texture_layers_with_constant_colors (TestState *state,
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int x, int y)
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{
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CoglHandle material = cogl_material_new ();
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CoglColor constant_color;
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/* explicitly create a layer with an invalid handle */
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cogl_material_set_layer (material, 0, NULL);
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/* ignore the fallback texture on the layer and use a constant color
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instead */
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cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
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cogl_material_set_layer_combine (material, 0,
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"RGBA=REPLACE(CONSTANT)",
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NULL);
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cogl_material_set_layer_combine_constant (material, 0, &constant_color);
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cogl_set_source (material);
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cogl_object_unref (material);
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/* We expect the final fragments to be green */
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test_material_with_primitives (state, x, y, 0x0000ffff);
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}
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static void
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on_paint (ClutterActor *actor,
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ClutterPaintContext *paint_context,
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TestState *state)
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{
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test_invalid_texture_layers (state,
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0, 0 /* position */
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);
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test_invalid_texture_layers_with_constant_colors (state,
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1, 0 /* position */
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);
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test_using_all_layers (state,
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2, 0 /* position */
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);
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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 gboolean
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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_materials (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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clutter_actor_get_geometry (stage, &state.stage_geom);
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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_clear_handle_id (&idle_source, g_source_remove);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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