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24ca92951f
To allow for flushing of batched geometry within Cogl we can't support users directly calling glReadPixels. glReadPixels is also awkward, not least because it returns upside down image data. All the unit tests have been swithed over and clutter_stage_read_pixels now sits on top of this too.
270 lines
7.8 KiB
C
270 lines
7.8 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 the simplest usage of the vertex buffer API,
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* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
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* attributes to a buffer, submit, and draw.
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*
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* It also tries to verify that the enable/disable attribute APIs are working
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* too.
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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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CoglHandle texture;
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CoglHandle material;
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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 = 90;
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if (g_test_verbose ())
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g_print ("y_off = %d\n", y_off);
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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 blue pixel */
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cogl_read_pixels (10, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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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 red pixel */
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cogl_read_pixels (110, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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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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/* Should see a blue pixel */
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cogl_read_pixels (210, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 2 = %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, at bottom of 4th triangle */
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cogl_read_pixels (310, y_off, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
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/* Should see a red pixel, at top of 4th triangle */
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cogl_read_pixels (310, y_off - 70, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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pixel);
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if (g_test_verbose ())
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g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
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g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
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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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/* Draw a faded blue triangle */
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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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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/* Draw a red triangle */
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/* Here we are testing that the disable attribute works; if it doesn't
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* the triangle will remain faded blue */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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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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/* Draw a faded blue triangle */
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/* Here we are testing that the re-enable works; if it doesn't
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* the triangle will remain red */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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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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/* Draw a textured triangle */
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cogl_translate (100, 0, 0);
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cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
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cogl_set_source (state->material);
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cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
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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_contiguous (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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guchar tex_data[] = {
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0xff, 0x00, 0x00, 0xff,
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0xff, 0x00, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff,
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0x00, 0xff, 0x00, 0xff
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};
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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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state.texture = cogl_texture_new_from_data (2, 2,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888,
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COGL_PIXEL_FORMAT_ANY,
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0, /* auto calc row stride */
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tex_data);
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state.material = cogl_material_new ();
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cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
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cogl_material_set_layer (state.material, 0, state.texture);
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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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GLfloat triangle_tex_coords[3][2] =
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{
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{0.0, 0.0},
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{1.0, 1.0},
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{0.0, 1.0}
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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::blue",
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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_add (state.buffer,
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"gl_MultiTexCoord0",
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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_tex_coords);
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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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cogl_handle_unref (state.material);
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cogl_handle_unref (state.texture);
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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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