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c3d9f0bed4
The cogl_is_* functions were showing up quite high on profiles due to iterating through arrays of cogl handles. This does away with all the handle arrays and implements a simple struct inheritance scheme. All cogl objects now add a CoglHandleObject _parent; member to their main structures. The base object includes 2 members a.t.m; a ref_count, and a klass pointer. The klass in turn gives you a type and virtual function for freeing objects of that type. Each handle type has a _cogl_##handle_type##_get_type () function automatically defined which returns a GQuark of the handle type, so now implementing the cogl_is_* funcs is just a case of comparing with obj->klass->type. Another outcome of the re-work is that cogl_handle_{ref,unref} are also much more efficient, and no longer need extending for each handle type added to cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and are no longer used internally to Clutter or Cogl. Potentially we can remove them completely before 1.0.
207 lines
5.0 KiB
C
207 lines
5.0 KiB
C
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#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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/* This test verifies that modifying a vertex buffer works, by updating
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* vertex positions, and deleting and re-adding different color attributes.
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*
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* If you want visual feedback of what this test paints for debugging purposes,
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* then remove the call to clutter_main_quit() in validate_result.
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*/
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typedef struct _TestState
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{
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CoglHandle buffer;
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ClutterGeometry stage_geom;
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guint frame;
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} TestState;
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static void
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validate_result (TestState *state)
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{
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GLubyte pixel[4];
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GLint y_off = state->stage_geom.height - 90;
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/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
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/* NB: 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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#define RED 0
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#define GREEN 1
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#define BLUE 2
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/* Should see a red pixel */
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glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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if (g_test_verbose ())
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g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
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/* Should see a green pixel */
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glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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if (g_test_verbose ())
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g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] == 0 && pixel[GREEN] != 0 && pixel[BLUE] == 0);
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#undef RED
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#undef GREEN
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#undef BLUE
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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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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GLfloat triangle_verts[3][2] =
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{
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{100.0, 0.0},
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{200.0, 100.0},
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{100.0, 100.0}
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};
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GLbyte triangle_colors[3][4] =
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{
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{0x00, 0xff, 0x00, 0xff}, /* blue */
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{0x00, 0xff, 0x00, 0x00}, /* transparent blue */
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{0x00, 0xff, 0x00, 0x00} /* transparent blue */
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};
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/*
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* Draw a red triangle
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*/
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_add (state->buffer,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_verts);
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cogl_vertex_buffer_delete (state->buffer, "gl_Color");
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cogl_vertex_buffer_submit (state->buffer);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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/*
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* Draw a faded green triangle
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*/
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cogl_vertex_buffer_add (state->buffer,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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triangle_colors);
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cogl_vertex_buffer_submit (state->buffer);
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_draw (state->buffer,
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GL_TRIANGLE_STRIP, /* mode */
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0, /* first */
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3); /* count */
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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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if (state->frame >= 2)
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validate_result (state);
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else
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g_usleep (G_USEC_PER_SEC);
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state->frame++;
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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_vertex_buffer_mutability (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *stage;
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ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
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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_actor_set_size (group,
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state.stage_geom.width,
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state.stage_geom.height);
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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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{
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GLfloat triangle_verts[3][2] =
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{
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{0.0, 0.0},
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{100.0, 100.0},
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{0.0, 100.0}
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};
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GLbyte triangle_colors[3][4] =
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{
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{0x00, 0x00, 0xff, 0xff}, /* blue */
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{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
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{0x00, 0x00, 0xff, 0x00} /* transparent blue */
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};
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state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Vertex",
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2, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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triangle_verts);
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cogl_vertex_buffer_add (state.buffer,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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triangle_colors);
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cogl_vertex_buffer_submit (state.buffer);
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}
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clutter_actor_show_all (stage);
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clutter_main ();
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cogl_handle_unref (state.buffer);
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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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