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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>
237 lines
6.7 KiB
C
237 lines
6.7 KiB
C
#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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/* Non-power-of-two sized texture that should cause slicing */
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#define TEXTURE_SIZE 384
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/* Number of times to split the texture up on each axis */
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#define PARTS 2
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/* The texture is split into four parts, each with a different colour */
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#define PART_SIZE (TEXTURE_SIZE / PARTS)
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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 TEXTURE_SIZE
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/* The size of a part once rendered */
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#define PART_RENDER_SIZE (TEXTURE_RENDER_SIZE / PARTS)
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static const ClutterColor corner_colors[PARTS * PARTS] =
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{
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/* Top left - red */ { 255, 0, 0, 255 },
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/* Top right - green */ { 0, 255, 0, 255 },
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/* Bottom left - blue */ { 0, 0, 255, 255 },
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/* Bottom right - yellow */ { 255, 255, 0, 255 }
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};
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typedef struct _TestState
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{
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unsigned int 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, const ClutterColor *color)
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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 * PART_RENDER_SIZE + TEST_INSET,
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ynum * PART_RENDER_SIZE + TEST_INSET,
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PART_RENDER_SIZE - TEST_INSET * 2,
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PART_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 + ((PART_RENDER_SIZE - TEST_INSET * 2)
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* (PART_RENDER_SIZE - TEST_INSET * 2));
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p += 4)
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{
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if (p[0] != color->red)
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ret = FALSE;
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if (p[1] != color->green)
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ret = FALSE;
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if (p[2] != color->blue)
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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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/* Validate that all four corners of the texture are drawn in the
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right color */
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g_assert (validate_part (0, 0, corner_colors + 0));
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g_assert (validate_part (1, 0, corner_colors + 1));
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g_assert (validate_part (0, 1, corner_colors + 2));
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g_assert (validate_part (1, 1, corner_colors + 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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int frame_num;
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int y, x;
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/* Just render the texture in the top left corner */
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cogl_set_source_texture (state->texture);
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/* Render the texture using four separate rectangles */
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for (y = 0; y < 2; y++)
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for (x = 0; x < 2; x++)
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cogl_rectangle_with_texture_coords (x * TEXTURE_RENDER_SIZE / 2,
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y * TEXTURE_RENDER_SIZE / 2,
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(x + 1) * TEXTURE_RENDER_SIZE / 2,
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(y + 1) * TEXTURE_RENDER_SIZE / 2,
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x / 2.0f,
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y / 2.0f,
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(x + 1) / 2.0f,
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(y + 1) / 2.0f);
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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frame_num = state->frame++;
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if (frame_num == 1)
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validate_result (state);
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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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int partx, party, width, height;
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p = tex_data = g_malloc (TEXTURE_SIZE * TEXTURE_SIZE * 4);
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/* Make a texture with a different color for each part */
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for (party = 0; party < PARTS; party++)
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{
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height = (party < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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for (partx = 0; partx < PARTS; partx++)
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{
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const ClutterColor *color = corner_colors + party * PARTS + partx;
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width = (partx < PARTS - 1
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? PART_SIZE
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: TEXTURE_SIZE - PART_SIZE * (PARTS - 1));
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while (width-- > 0)
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{
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*(p++) = color->red;
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*(p++) = color->green;
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*(p++) = color->blue;
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*(p++) = color->alpha;
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}
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}
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while (--height > 0)
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{
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memcpy (p, p - TEXTURE_SIZE * 4, TEXTURE_SIZE * 4);
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p += TEXTURE_SIZE * 4;
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}
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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_NO_ATLAS,
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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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if (cogl_test_verbose ())
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{
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if (cogl_texture_is_sliced (tex))
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g_print ("Texture is sliced\n");
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else
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g_print ("Texture is not sliced\n");
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}
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/* The texture should be sliced unless NPOTs are supported */
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g_assert (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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? !cogl_texture_is_sliced (tex)
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: cogl_texture_is_sliced (tex));
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return tex;
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}
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void
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test_cogl_npot_texture (TestUtilsGTestFixture *fixture,
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void *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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unsigned int idle_source;
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if (cogl_test_verbose ())
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{
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if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
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g_print ("NPOT textures are supported\n");
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else
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g_print ("NPOT textures are not supported\n");
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}
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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 (cogl_test_verbose ())
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g_print ("OK\n");
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}
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