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71498a6376
The CoglTexture constructors expose the "max-waste" argument for controlling the maximum amount of wasted areas for slicing or, if set to -1, disables slicing. Slicing is really relevant only for large images that are never repeated, so it's a useful feature only in controlled use cases. Specifying the amount of wasted area is, on the other hand, just a way to mess up this feature; 99% the times, you either pull this number out of thin air, hoping it's right, or you try to do the right thing and you choose the wrong number anyway. Instead, we can use the CoglTextureFlags to control whether the texture should not be sliced (useful for Clutter-GST and for the texture-from-pixmap actors) and provide a reasonable value for enabling the slicing ourself. At some point, we might even provide a way to change the default at compile time or at run time, for particular platforms. Since max_waste is gone, the :tile-waste property of ClutterTexture becomes read-only, and it proxies the cogl_texture_get_max_waste() function. Inside Clutter, the only cases where the max_waste argument was not set to -1 are in the Pango glyph cache (which is a POT texture anyway) and inside the test cases where we want to force slicing; for the latter we can create larger textures that will be bigger than the threshold we set. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com> Signed-off-by: Robert Bragg <robert@linux.intel.com> Signed-off-by: Neil Roberts <neil@linux.intel.com>
277 lines
7.5 KiB
C
277 lines
7.5 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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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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#ifdef CLUTTER_COGL_HAS_GL
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/* Size the texture so that it is just off a power of two to enourage
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it so use software tiling when NPOTs aren't available */
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#define TEXTURE_SIZE 257
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#else /* CLUTTER_COGL_HAS_GL */
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/* We can't use the funny-sized texture on GL ES because it will break
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cogl_texture_polygon. However there is only one code path for
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rendering quads so there is no need */
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#define TEXTURE_SIZE 32
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#endif /* CLUTTER_COGL_HAS_GL */
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/* Amount of pixels to skip off the top, bottom, left and right of the
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texture when reading back the stage */
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#define TEST_INSET 4
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/* Size to actually render the texture at */
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#define TEXTURE_RENDER_SIZE 32
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typedef struct _TestState
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{
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guint frame;
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CoglHandle texture;
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} TestState;
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static gboolean
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validate_part (int xnum, int ynum, gboolean shown)
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{
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guchar *pixels, *p;
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ClutterActor *stage = clutter_stage_get_default ();
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gboolean ret = TRUE;
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/* Read the appropriate part but skip out a few pixels around the
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edges */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (stage),
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xnum * TEXTURE_RENDER_SIZE + TEST_INSET,
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ynum * TEXTURE_RENDER_SIZE + TEST_INSET,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2,
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TEXTURE_RENDER_SIZE - TEST_INSET * 2);
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/* Make sure every pixels is the appropriate color */
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for (p = pixels;
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p < pixels + ((TEXTURE_RENDER_SIZE - TEST_INSET * 2)
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* (TEXTURE_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != (shown ? 255 : 0))
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ret = FALSE;
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if (p[1] != 0)
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ret = FALSE;
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if (p[2] != 0)
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ret = FALSE;
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}
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g_free (pixels);
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return ret;
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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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/* Front-facing texture */
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g_assert (validate_part (0, 0, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (1, 0, FALSE));
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/* Front-facing texture polygon */
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g_assert (validate_part (2, 0, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (3, 0, FALSE));
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/* Regular rectangle */
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g_assert (validate_part (4, 0, TRUE));
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/* Backface culling disabled - everything should be shown */
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/* Front-facing texture */
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g_assert (validate_part (0, 1, TRUE));
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/* Back-facing texture */
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g_assert (validate_part (1, 1, TRUE));
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/* Front-facing texture polygon */
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g_assert (validate_part (2, 1, TRUE));
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/* Back-facing texture polygon */
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g_assert (validate_part (3, 1, TRUE));
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/* Regular rectangle */
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g_assert (validate_part (4, 1, TRUE));
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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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int i;
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int frame_num;
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cogl_enable_backface_culling (TRUE);
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cogl_push_matrix ();
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/* Render the scene twice - once with backface culling enabled and
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once without. The second time is translated so that it is below
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the first */
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for (i = 0; i < 2; i++)
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{
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float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
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CoglTextureVertex verts[4];
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memset (verts, 0, sizeof (verts));
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/* Set the color to white so that all the textures will be drawn
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at their own color */
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cogl_set_source_color4f (1.0, 1.0,
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1.0, 1.0);
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture */
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cogl_set_source_texture (state->texture);
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cogl_rectangle (x1, y1, x2, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture */
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cogl_set_source_texture (state->texture);
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cogl_rectangle (x2, y1, x1, y2);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a front-facing texture polygon */
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verts[0].x = x1; verts[0].y = y2;
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verts[1].x = x2; verts[1].y = y2;
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verts[2].x = x2; verts[2].y = y1;
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verts[3].x = x1; verts[3].y = y1;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_set_source_texture (state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a back-facing texture polygon */
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verts[0].x = x1; verts[0].y = y1;
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verts[1].x = x2; verts[1].y = y1;
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verts[2].x = x2; verts[2].y = y2;
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verts[3].x = x1; verts[3].y = y2;
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verts[0].tx = 0; verts[0].ty = 0;
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verts[1].tx = 1.0; verts[1].ty = 0;
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verts[2].tx = 1.0; verts[2].ty = 1.0;
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verts[3].tx = 0; verts[3].ty = 1.0;
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cogl_set_source_texture (state->texture);
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cogl_polygon (verts, 4, FALSE);
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x1 = x2;
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x2 = x1 + (float)(TEXTURE_RENDER_SIZE);
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/* Draw a regular rectangle (this should always show) */
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cogl_set_source_color4f (1.0, 0, 0, 1.0);
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cogl_rectangle (x1, y1, x2, y2);
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/* The second time round draw beneath the first with backface
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culling disabled */
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cogl_translate (0, TEXTURE_RENDER_SIZE, 0);
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cogl_enable_backface_culling (FALSE);
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}
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cogl_pop_matrix ();
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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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static CoglHandle
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make_texture (void)
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{
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guchar *tex_data, *p;
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CoglHandle tex;
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tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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for (p = tex_data + TEXTURE_SIZE * TEXTURE_SIZE * 4; p > tex_data;)
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{
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*(--p) = 255;
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*(--p) = 0;
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*(--p) = 0;
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*(--p) = 255;
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}
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tex = cogl_texture_new_from_data (TEXTURE_SIZE,
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TEXTURE_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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TEXTURE_SIZE * 4,
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tex_data);
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g_free (tex_data);
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return tex;
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}
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void
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test_backface_culling (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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ClutterActor *group;
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guint idle_source;
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state.frame = 0;
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state.texture = make_texture ();
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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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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_source_remove (idle_source);
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cogl_handle_unref (state.texture);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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