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https://github.com/brl/mutter.git
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bbcbece6c9
This patch reworks our conformance testing framework because it seems that glib's gtesting framework isn't really well suited to our use case. For example we weren't able to test windows builds given the way we were using it and also for each test we'd like to repeat the test with several different environments so we can test important driver and feature combinations. This patch instead switches away to a simplified but custom approach for running our unit tests. We hope that having a more bespoke setup will enable us to easily extend it to focus on the details important to us. Notable changes with this new approach are: We can now run 'make test' for our mingw windows builds. We've got rid of all the test-*report* make rules and we're just left with 'make test' 'make test' now runs each test several times with different driver and feature combinations checking the result for each run. 'make test' will then output a concise table of all of the results. The combinations tested are: - OpenGL Fixed Function - OpenGL ARBfp - OpenGL GLSL - OpenGL No NPOT texture support - OpenGLES 2.0 - OpenGLES 2.0 No NPOT texture support Reviewed-by: Neil Roberts <neil@linux.intel.com>
417 lines
15 KiB
C
417 lines
15 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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#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 FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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assert_region_color (int x,
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int y,
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int width,
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int height,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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guint8 *data = g_malloc0 (width * height * 4);
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cogl_read_pixels (x, y, width, height,
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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 (y = 0; y < height; y++)
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for (x = 0; x < width; x++)
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{
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guint8 *pixel = &data[y*width*4 + x*4];
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#if 1
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g_assert (pixel[RED] == red &&
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pixel[GREEN] == green &&
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pixel[BLUE] == blue &&
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pixel[ALPHA] == alpha);
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#endif
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}
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g_free (data);
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}
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static void
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assert_rectangle_color_and_black_border (int x,
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int y,
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int width,
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int height,
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guint8 red,
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guint8 green,
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guint8 blue)
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{
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/* check the rectangle itself... */
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assert_region_color (x, y, width, height, red, green, blue, 0xff);
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/* black to left of the rectangle */
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assert_region_color (x-10, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
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/* black to right of the rectangle */
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assert_region_color (x+width, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
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/* black above the rectangle */
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assert_region_color (x-10, y-10, width+20, 10, 0x00, 0x00, 0x00, 0xff);
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/* and black below the rectangle */
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assert_region_color (x-10, y+height, width+20, 10, 0x00, 0x00, 0x00, 0xff);
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}
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static void
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on_paint (ClutterActor *actor, void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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CoglColor black;
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float x0;
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float y0;
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float width;
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float height;
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/* for clearing the offscreen framebuffer to black... */
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cogl_color_init_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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/* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer)
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* and position it a (20, 10) inside the framebuffer.
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* - Fill the whole viewport with a purple rectangle
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* - Verify that the framebuffer is black with a 100x200 purple rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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100, /* width */
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200); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* fill the viewport with purple.. */
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cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0xff, 0x00, 0xff);
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/* - Create a viewport twice the size of the onscreen framebuffer with
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* a negative offset positioning it at (-20, -10) relative to the
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* buffer itself.
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* - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
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* is (20, 10) within the framebuffer)
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* - Verify that the framebuffer is black with a 100x200 green rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (-20, /* x */
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-10, /* y */
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FRAMEBUFFER_WIDTH * 2, /* width */
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FRAMEBUFFER_HEIGHT * 2); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* draw a 100x200 green rectangle offset into the viewport such that its
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* top left corner should be found at (20, 10) in the offscreen buffer */
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/* (offset 40 pixels right from the left of the viewport) */
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x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
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/* (offset 20 pixels down from the top of the viewport) */
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y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
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width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
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height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (x0, y0, x0 + width, y0 - height);
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0x00, 0xff, 0x00);
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/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
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* buffer.
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* - Push a 100x200 window space clip rectangle at (20, 10)
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* - Fill the whole viewport with a blue rectangle
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* - Verify that the framebuffer is black with a 100x200 blue rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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200, /* width */
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400); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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cogl_clip_push_window_rectangle (20, 10, 100, 200);
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/* fill the viewport with blue.. */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_clip_pop ();
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0x00, 0x00, 0xff);
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/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
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* buffer.
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* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
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* (i.e. (40, 20) inside the framebuffer)
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* - Fill the whole viewport with a green rectangle
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* - Verify that the framebuffer is black with a 100x200 green rectangle at
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* (40, 20)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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200, /* width */
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400); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* figure out where to position our clip rectangle in model space
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* coordinates... */
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/* (offset 40 pixels right from the left of the viewport) */
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x0 = -1.0f + (2.0f / 200) * 20.f;
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/* (offset 20 pixels down from the top of the viewport) */
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y0 = 1.0f - (2.0f / 400) * 10.0f;
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width = (2.0f / 200) * 100;
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height = (2.0f / 400) * 200;
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/* add the clip rectangle... */
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cogl_push_matrix ();
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cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
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/* XXX: Rotate just enough to stop Cogl from converting our model space
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* rectangle into a window space rectangle.. */
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cogl_rotate (0.1, 0, 0, 1);
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cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
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width/2.0, height/2.0);
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cogl_pop_matrix ();
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/* fill the viewport with green.. */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_clip_pop ();
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assert_rectangle_color_and_black_border (40, 20, 100, 200,
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0x00, 0xff, 0x00);
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/* Set the viewport to something specific so we can verify that it gets
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* restored after we are done testing with an offscreen framebuffer... */
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cogl_set_viewport (20, 10, 100, 200);
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/*
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* Next test offscreen drawing...
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*/
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_to_texture (tex);
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cogl_push_framebuffer (offscreen);
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/* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer)
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* and position it a (20, 10) inside the framebuffer.
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* - Fill the whole viewport with a blue rectangle
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* - Verify that the framebuffer is black with a 100x200 blue rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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100, /* width */
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200); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* fill the viewport with blue.. */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0x00, 0x00, 0xff);
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/* - Create a viewport twice the size of the offscreen framebuffer with
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* a negative offset positioning it at (-20, -10) relative to the
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* buffer itself.
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* - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
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* is (20, 10) within the framebuffer)
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* - Verify that the framebuffer is black with a 100x200 red rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (-20, /* x */
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-10, /* y */
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FRAMEBUFFER_WIDTH * 2, /* width */
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FRAMEBUFFER_HEIGHT * 2); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* draw a 100x200 red rectangle offset into the viewport such that its
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* top left corner should be found at (20, 10) in the offscreen buffer */
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/* (offset 40 pixels right from the left of the viewport) */
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x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
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/* (offset 20 pixels down from the top of the viewport) */
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y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
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width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
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height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (x0, y0, x0 + width, y0 - height);
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0xff, 0x00, 0x00);
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/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
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* buffer.
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* - Push a 100x200 window space clip rectangle at (20, 10)
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* - Fill the whole viewport with a blue rectangle
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* - Verify that the framebuffer is black with a 100x200 blue rectangle at
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* (20, 10)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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200, /* width */
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400); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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cogl_clip_push_window_rectangle (20, 10, 100, 200);
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/* fill the viewport with blue.. */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_clip_pop ();
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0x00, 0x00, 0xff);
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/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
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* buffer.
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* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
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* (i.e. (40, 20) inside the framebuffer)
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* - Fill the whole viewport with a green rectangle
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* - Verify that the framebuffer is black with a 100x200 green rectangle at
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* (40, 20)
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*/
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cogl_set_viewport (20, /* x */
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10, /* y */
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200, /* width */
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400); /* height */
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/* clear everything... */
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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/* figure out where to position our clip rectangle in model space
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* coordinates... */
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/* (offset 40 pixels right from the left of the viewport) */
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x0 = -1.0f + (2.0f / 200) * 20.f;
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/* (offset 20 pixels down from the top of the viewport) */
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y0 = 1.0f - (2.0f / 400) * 10.0f;
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width = (2.0f / 200) * 100;
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height = (2.0f / 400) * 200;
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/* add the clip rectangle... */
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cogl_push_matrix ();
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cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
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/* XXX: Rotate just enough to stop Cogl from converting our model space
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* rectangle into a window space rectangle.. */
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cogl_rotate (0.1, 0, 0, 1);
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cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
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width/2, height/2);
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cogl_pop_matrix ();
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/* fill the viewport with green.. */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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cogl_clip_pop ();
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assert_rectangle_color_and_black_border (40, 20, 100, 200,
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0x00, 0xff, 0x00);
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/* Set the viewport to something obscure to verify that it gets
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* replace when we switch back to the onscreen framebuffer... */
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cogl_set_viewport (0, 0, 10, 10);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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/*
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* Verify that the previous onscreen framebuffer's viewport was restored
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* by drawing a white rectangle across the whole viewport. This should
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* draw a 100x200 rectangle at (20,10) relative to the onscreen draw
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* buffer...
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*/
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cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (-1, 1, 1, -1);
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assert_rectangle_color_and_black_border (20, 10, 100, 200,
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0xff, 0xff, 0xff);
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/* Uncomment to display the last contents of the offscreen framebuffer */
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#if 1
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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#endif
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cogl_handle_unref (tex);
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/* Finally restore the stage's original state... */
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cogl_pop_matrix ();
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cogl_set_projection_matrix (&saved_projection);
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cogl_set_viewport (saved_viewport[0], saved_viewport[1],
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saved_viewport[2], saved_viewport[3]);
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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_viewport (TestUtilsGTestFixture *fixture,
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void *data)
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{
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unsigned int idle_source;
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ClutterActor *stage;
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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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/* 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_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_source_remove (idle_source);
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/* Remove all of the actors from the stage */
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clutter_container_foreach (CLUTTER_CONTAINER (stage),
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(ClutterCallback) clutter_actor_destroy,
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NULL);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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