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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.
235 lines
7.3 KiB
C
235 lines
7.3 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define BLOCK_SIZE 16
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/* Number of pixels at the border of a block quadrant to skip when verifying */
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#define TEST_INSET 1
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static const ClutterColor block_color = { 0xff, 0xff, 0xff, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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unsigned int frame;
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} TestState;
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static void
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draw_path_at (int x, int y)
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{
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cogl_push_matrix ();
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cogl_translate (x * BLOCK_SIZE, y * BLOCK_SIZE, 0.0f);
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cogl_path_fill ();
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cogl_pop_matrix ();
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}
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static void
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verify_block (int block_x, int block_y, int block_mask)
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{
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guint8 data[BLOCK_SIZE * BLOCK_SIZE * 4];
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int qx, qy;
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/* Block mask represents which quarters of the block should be
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filled. The bits from 0->3 represent the top left, top right,
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bottom left and bottom right respectively */
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cogl_read_pixels (block_x * BLOCK_SIZE,
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block_y * BLOCK_SIZE,
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BLOCK_SIZE, BLOCK_SIZE,
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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 (qy = 0; qy < 2; qy++)
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for (qx = 0; qx < 2; qx++)
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{
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int bit = qx | (qy << 1);
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const ClutterColor *color =
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((block_mask & (1 << bit)) ? &block_color : &stage_color);
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int x, y;
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for (x = 0; x < BLOCK_SIZE / 2 - TEST_INSET * 2; x++)
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for (y = 0; y < BLOCK_SIZE / 2 - TEST_INSET * 2; y++)
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{
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const guint8 *p = data + (qx * BLOCK_SIZE / 2 * 4 +
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qy * BLOCK_SIZE * 4 * BLOCK_SIZE / 2 +
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(x + TEST_INSET) * 4 +
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(y + TEST_INSET) * BLOCK_SIZE * 4);
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g_assert_cmpint (p[0], ==, color->red);
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g_assert_cmpint (p[1], ==, color->green);
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g_assert_cmpint (p[2], ==, color->blue);
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}
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}
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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 path_a, path_b, path_c;
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if (state->frame++ < 2)
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return;
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cogl_set_source_color4ub (255, 255, 255, 255);
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/* Create a path filling just a quarter of a block. It will use two
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rectangles so that we have a sub path in the path */
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cogl_path_new ();
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cogl_path_rectangle (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2,
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BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2,
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BLOCK_SIZE * 3 / 4, BLOCK_SIZE);
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path_a = cogl_handle_ref (cogl_get_path ());
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draw_path_at (0, 0);
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/* Create another path filling the whole block */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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path_b = cogl_handle_ref (cogl_get_path ());
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draw_path_at (1, 0);
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/* Draw the first path again */
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cogl_set_path (path_a);
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draw_path_at (2, 0);
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/* Draw a copy of path a */
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path_c = cogl_path_copy (path_a);
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cogl_set_path (path_c);
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draw_path_at (3, 0);
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/* Add another rectangle to path a. We'll use line_to's instead of
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cogl_rectangle so that we don't create another sub-path because
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that is more likely to break the copy */
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cogl_set_path (path_a);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_line_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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draw_path_at (4, 0);
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/* Draw the copy again. It should not have changed */
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cogl_set_path (path_c);
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draw_path_at (5, 0);
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/* Add another rectangle to path c. It will be added in two halves,
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one as an extension of the previous path and the other as a new
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sub path */
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cogl_set_path (path_c);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE * 3 / 4, 0);
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cogl_path_line_to (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_rectangle (BLOCK_SIZE * 3 / 4, 0, BLOCK_SIZE, BLOCK_SIZE / 2);
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draw_path_at (6, 0);
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/* Draw the original path again. It should not have changed */
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cogl_set_path (path_a);
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draw_path_at (7, 0);
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cogl_handle_unref (path_a);
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cogl_handle_unref (path_b);
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cogl_handle_unref (path_c);
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/* Draw a self-intersecting path. The part that intersects should be
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inverted */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_close ();
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draw_path_at (8, 0);
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/* Draw two sub paths. Where the paths intersect it should be
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inverted */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2, BLOCK_SIZE, BLOCK_SIZE);
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draw_path_at (9, 0);
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/* Draw a clockwise outer path */
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cogl_path_move_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE, 0);
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cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_line_to (0, BLOCK_SIZE);
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cogl_path_close ();
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/* Add a clockwise sub path in the upper left quadrant */
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cogl_path_move_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_close ();
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/* Add a counter-clockwise sub path in the upper right quadrant */
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cogl_path_move_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE, 0);
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cogl_path_close ();
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/* Retain the path for the next test */
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path_a = cogl_handle_ref (cogl_get_path ());
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draw_path_at (10, 0);
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/* Draw the same path again with the other fill rule */
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cogl_set_path (path_a);
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cogl_path_set_fill_rule (COGL_PATH_FILL_RULE_NON_ZERO);
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draw_path_at (11, 0);
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cogl_handle_unref (path_a);
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verify_block (0, 0, 0x8 /* bottom right */);
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verify_block (1, 0, 0xf /* all of them */);
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verify_block (2, 0, 0x8 /* bottom right */);
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verify_block (3, 0, 0x8 /* bottom right */);
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verify_block (4, 0, 0x9 /* top left and bottom right */);
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verify_block (5, 0, 0x8 /* bottom right */);
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verify_block (6, 0, 0xa /* bottom right and top right */);
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verify_block (7, 0, 0x9 /* top_left and bottom right */);
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verify_block (8, 0, 0xe /* all but top left */);
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verify_block (9, 0, 0x7 /* all but bottom right */);
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verify_block (10, 0, 0xc /* bottom two */);
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verify_block (11, 0, 0xd /* all but top right */);
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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 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_path (TestUtilsGTestFixture *fixture,
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void *data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.frame = 0;
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state.stage = clutter_stage_get_default ();
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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 (state.stage);
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clutter_main ();
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g_signal_handler_disconnect (state.stage, paint_handler);
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g_source_remove (idle_source);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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