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937337993d
The plan is to remove the cogl-auto-texture apis since they hide a bit too much from developers but currently the conformance tests depend on these apis in numerous places. For the conformance tests it makes some sense to continue using high level texture apis similar to the auto-texture apis since we may want to make broad variations to how textures are allocated as part of the testing running if that might help exercise more code paths. This patch copies much of the auto-texture functionality into some slightly more special purpose utilities in test-utils.c/h. Minor changes include being constrained to the public Cogl api and they also don't let you catch CoglErrors and just assume they should abort on error. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 911df79776ce6f695351c15e9872b4f1479d30bf) Conflicts: tests/conform/test-atlas-migration.c tests/conform/test-backface-culling.c tests/conform/test-blend-strings.c tests/conform/test-color-mask.c tests/conform/test-just-vertex-shader.c tests/conform/test-npot-texture.c tests/conform/test-primitive.c tests/conform/test-snippets.c tests/conform/test-texture-get-set-data.c tests/conform/test-texture-mipmap-get-set.c tests/conform/test-texture-no-allocate.c tests/conform/test-wrap-modes.c
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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uint8_t red,
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uint8_t green,
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uint8_t blue,
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uint8_t alpha)
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{
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uint8_t *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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uint8_t *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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uint8_t red,
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uint8_t green,
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uint8_t 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 = test_utils_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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TEST_UTILS_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 CoglBool
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queue_redraw (void *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_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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