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0494e70955
The GLES2 spec only guarantees calling glReadPixels with GL_RGBA and an implementation specific format. Mesa seems to now reject reading with GL_RGB so the test had started failing. This fixes it to just read using GL_RGBA. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 745cbcbdee0f5b4df4c6a735b03709248a551884)
965 lines
30 KiB
C
965 lines
30 KiB
C
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#include <cogl/cogl.h>
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#include <cogl/cogl-gles2.h>
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#include <string.h>
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#include "test-utils.h"
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typedef struct _TestState
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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} TestState;
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static void
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test_push_pop_single_context (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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CoglError *error = NULL;
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offscreen_texture = COGL_TEXTURE (
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cogl_texture_2d_new_with_size (test_ctx,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb),
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COGL_PIXEL_FORMAT_ANY));
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offscreen = cogl_offscreen_new_to_texture (offscreen_texture);
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pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (pipeline, 0, offscreen_texture);
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gles2_ctx = cogl_gles2_context_new (test_ctx, &error);
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if (!gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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gles2 = cogl_gles2_context_get_vtable (gles2_ctx);
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/* Clear onscreen to 0xffff00 using GLES2 */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffff00ff);
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/* Clear offscreen to 0xff0000 using GLES2 and then copy the result
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* onscreen.
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*
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* If we fail to bind the new context here then we'd probably end up
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* clearing onscreen to 0xff0000 and copying 0xffff00 to onscreen
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* instead.
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*/
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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-1, 1, 1, -1);
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/* NB: Cogl doesn't automatically support mid-scene modifications
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* of textures and so we explicitly flush the drawn rectangle to the
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* framebuffer now otherwise it may be batched until after the
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* offscreen texture has been modified again. */
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cogl_flush ();
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/* Clear the offscreen framebuffer to blue using GLES2 before
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* reading back from the onscreen framebuffer in case we mistakenly
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* read from the offscreen framebuffer and get a false positive
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*/
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (0, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
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/* Now copy the offscreen blue clear to the onscreen framebufer and
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* check that too */
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0x0000ffff);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xff00ffff);
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cogl_object_unref (gles2_ctx);
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cogl_object_unref (pipeline);
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}
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static void
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create_gles2_context (CoglTexture **offscreen_texture,
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CoglOffscreen **offscreen,
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CoglPipeline **pipeline,
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CoglGLES2Context **gles2_ctx,
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const CoglGLES2Vtable **gles2)
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{
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CoglError *error = NULL;
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*offscreen_texture = COGL_TEXTURE (
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cogl_texture_2d_new_with_size (test_ctx,
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cogl_framebuffer_get_width (test_fb),
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cogl_framebuffer_get_height (test_fb),
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COGL_PIXEL_FORMAT_ANY));
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*offscreen = cogl_offscreen_new_to_texture (*offscreen_texture);
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*pipeline = cogl_pipeline_new (test_ctx);
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cogl_pipeline_set_layer_texture (*pipeline, 0, *offscreen_texture);
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*gles2_ctx = cogl_gles2_context_new (test_ctx, &error);
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if (!*gles2_ctx)
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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*gles2 = cogl_gles2_context_get_vtable (*gles2_ctx);
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}
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static void
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test_push_pop_multi_context (void)
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{
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CoglTexture *offscreen_texture0;
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CoglOffscreen *offscreen0;
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CoglPipeline *pipeline0;
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CoglGLES2Context *gles2_ctx0;
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const CoglGLES2Vtable *gles20;
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CoglTexture *offscreen_texture1;
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CoglOffscreen *offscreen1;
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CoglPipeline *pipeline1;
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CoglGLES2Context *gles2_ctx1;
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const CoglGLES2Vtable *gles21;
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CoglError *error = NULL;
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create_gles2_context (&offscreen_texture0,
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&offscreen0,
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&pipeline0,
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&gles2_ctx0,
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&gles20);
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create_gles2_context (&offscreen_texture1,
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&offscreen1,
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&pipeline1,
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&gles2_ctx1,
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&gles21);
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx0,
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COGL_FRAMEBUFFER (offscreen0),
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COGL_FRAMEBUFFER (offscreen0),
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&error))
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{
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g_error ("Failed to push gles2 context 0: %s\n", error->message);
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}
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gles20->glClearColor (1, 0, 0, 1);
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gles20->glClear (GL_COLOR_BUFFER_BIT);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx1,
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COGL_FRAMEBUFFER (offscreen1),
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COGL_FRAMEBUFFER (offscreen1),
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&error))
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{
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g_error ("Failed to push gles2 context 1: %s\n", error->message);
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}
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gles21->glClearColor (0, 1, 0, 1);
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gles21->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (test_ctx);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline0,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0xff0000ff);
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cogl_framebuffer_draw_rectangle (test_fb,
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pipeline1,
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-1, 1, 1, -1);
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test_utils_check_pixel (test_fb, 0, 0, 0x00ff00ff);
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}
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static GLuint
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create_gles2_framebuffer (const CoglGLES2Vtable *gles2,
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int width,
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int height)
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{
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GLuint texture_handle;
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GLuint fbo_handle;
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GLenum status;
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gles2->glGenTextures (1, &texture_handle);
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gles2->glGenFramebuffers (1, &fbo_handle);
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gles2->glBindTexture (GL_TEXTURE_2D, texture_handle);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gles2->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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gles2->glBindTexture (GL_TEXTURE_2D, 0);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture_handle, 0);
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status = gles2->glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (cogl_test_verbose ())
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g_print ("status for gles2 framebuffer = 0x%x %s\n",
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status, status == GL_FRAMEBUFFER_COMPLETE ? "(complete)" : "(?)");
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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return fbo_handle;
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}
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static void
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test_gles2_read_pixels (void)
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{
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglPipeline *pipeline;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2;
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CoglError *error = NULL;
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GLubyte pixel[4];
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GLuint fbo_handle;
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create_gles2_context (&offscreen_texture,
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&offscreen,
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&pipeline,
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&gles2_ctx,
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&gles2);
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cogl_framebuffer_clear4f (test_fb, COGL_BUFFER_BIT_COLOR, 1, 1, 1, 1);
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glClearColor (1, 0, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0xff0000ff);
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fbo_handle = create_gles2_framebuffer (gles2, 256, 256);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, fbo_handle);
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gles2->glClearColor (0, 1, 0, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ff00ff);
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gles2->glBindFramebuffer (GL_FRAMEBUFFER, 0);
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gles2->glClearColor (0, 1, 1, 1);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ffffff);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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COGL_FRAMEBUFFER (offscreen),
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test_fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0x00ffffff);
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cogl_pop_gles2_context (test_ctx);
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test_utils_check_pixel (test_fb, 0, 0, 0xffffffff);
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/* Bind different read and write buffers (the other way around from
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* before so when we test with COGL_TEST_ONSCREEN=1 we will read
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* from an onscreen framebuffer) */
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if (!cogl_push_gles2_context (test_ctx,
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gles2_ctx,
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test_fb,
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COGL_FRAMEBUFFER (offscreen),
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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gles2->glReadPixels (0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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test_utils_compare_pixel (pixel, 0xffffffff);
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cogl_pop_gles2_context (test_ctx);
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}
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void
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test_gles2_context (void)
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{
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test_push_pop_single_context ();
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test_push_pop_multi_context ();
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test_gles2_read_pixels ();
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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static GLuint
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create_shader (const CoglGLES2Vtable *gles2,
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GLenum type,
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const char *source)
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{
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GLuint shader;
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GLint status;
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int length = strlen (source);
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shader = gles2->glCreateShader (type);
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gles2->glShaderSource (shader, 1, &source, &length);
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gles2->glCompileShader (shader);
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gles2->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetShaderInfoLog (shader, sizeof (buf), NULL, buf);
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g_error ("Shader compilation failed:\n%s", buf);
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}
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return shader;
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}
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static GLuint
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create_program (const CoglGLES2Vtable *gles2,
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const char *vertex_shader_source,
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const char *fragment_shader_source)
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{
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GLuint fragment_shader, vertex_shader, program;
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GLint status;
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vertex_shader =
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create_shader (gles2, GL_VERTEX_SHADER, vertex_shader_source);
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fragment_shader =
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create_shader (gles2, GL_FRAGMENT_SHADER, fragment_shader_source);
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program = gles2->glCreateProgram ();
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gles2->glAttachShader (program, vertex_shader);
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gles2->glAttachShader (program, fragment_shader);
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gles2->glLinkProgram (program);
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gles2->glGetProgramiv (program, GL_LINK_STATUS, &status);
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if (!status)
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{
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char buf[512];
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gles2->glGetProgramInfoLog (program, sizeof (buf), NULL, buf);
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g_error ("Program linking failed:\n%s", buf);
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}
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return program;
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}
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typedef struct
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{
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const CoglGLES2Vtable *gles2;
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GLint color_location;
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GLint pos_location;
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int fb_width, fb_height;
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} PaintData;
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typedef void (* PaintMethod) (PaintData *data);
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/* Top vertices are counter-clockwise */
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static const float top_vertices[] =
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{
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-1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f
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};
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/* Bottom vertices are clockwise */
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static const float bottom_vertices[] =
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{
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1.0f, 0.0f,
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1.0f, -1.0f,
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-1.0f, 0.0f,
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-1.0f, -1.0f
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};
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static void
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paint_quads (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
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gles2->glEnableVertexAttribArray (data->pos_location);
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/* Paint the top half in red */
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gles2->glUniform4f (data->color_location,
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1.0f, 0.0f, 0.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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top_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* Paint the bottom half in blue */
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gles2->glUniform4f (data->color_location,
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0.0f, 0.0f, 1.0f, 1.0f);
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gles2->glVertexAttribPointer (data->pos_location,
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2, /* size */
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GL_FLOAT,
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GL_FALSE, /* not normalized */
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sizeof (float) * 2,
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bottom_vertices);
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gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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}
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|
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static void
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paint_viewport (PaintData *data)
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{
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const CoglGLES2Vtable *gles2 = data->gles2;
|
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int viewport[4];
|
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|
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/* Vertices to fill the entire framebuffer */
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static const float vertices[] =
|
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{
|
||
-1.0f, -1.0f,
|
||
1.0f, -1.0f,
|
||
-1.0f, 1.0f,
|
||
1.0f, 1.0f
|
||
};
|
||
|
||
gles2->glEnableVertexAttribArray (data->pos_location);
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
vertices);
|
||
|
||
/* Paint the top half in red */
|
||
gles2->glViewport (0, data->fb_height / 2,
|
||
data->fb_width, data->fb_height / 2);
|
||
gles2->glUniform4f (data->color_location,
|
||
1.0f, 0.0f, 0.0f, 1.0f);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Paint the bottom half in blue */
|
||
gles2->glViewport (0, 0, data->fb_width, data->fb_height / 2);
|
||
gles2->glUniform4f (data->color_location,
|
||
0.0f, 0.0f, 1.0f, 1.0f);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
gles2->glGetIntegerv (GL_VIEWPORT, viewport);
|
||
g_assert_cmpint (viewport[0], ==, 0.0f);
|
||
g_assert_cmpint (viewport[1], ==, 0.0f);
|
||
g_assert_cmpint (viewport[2], ==, data->fb_width);
|
||
g_assert_cmpint (viewport[3], ==, data->fb_height / 2);
|
||
}
|
||
|
||
static void
|
||
paint_scissor (PaintData *data)
|
||
{
|
||
const CoglGLES2Vtable *gles2 = data->gles2;
|
||
float scissor[4];
|
||
|
||
gles2->glEnable (GL_SCISSOR_TEST);
|
||
|
||
/* Paint the top half in red */
|
||
gles2->glScissor (0, data->fb_height / 2,
|
||
data->fb_width, data->fb_height / 2);
|
||
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Paint the bottom half in blue */
|
||
gles2->glScissor (0, 0, data->fb_width, data->fb_height / 2);
|
||
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
gles2->glGetFloatv (GL_SCISSOR_BOX, scissor);
|
||
g_assert_cmpfloat (scissor[0], ==, 0.0f);
|
||
g_assert_cmpfloat (scissor[1], ==, 0.0f);
|
||
g_assert_cmpfloat (scissor[2], ==, data->fb_width);
|
||
g_assert_cmpfloat (scissor[3], ==, data->fb_height / 2);
|
||
}
|
||
|
||
static void
|
||
paint_cull (PaintData *data)
|
||
{
|
||
const CoglGLES2Vtable *gles2 = data->gles2;
|
||
GLint front_face;
|
||
int i;
|
||
|
||
gles2->glEnableVertexAttribArray (data->pos_location);
|
||
gles2->glEnable (GL_CULL_FACE);
|
||
|
||
/* First time round we'll use GL_CCW as the front face so that the
|
||
* bottom quad will be culled */
|
||
gles2->glFrontFace (GL_CCW);
|
||
gles2->glUniform4f (data->color_location,
|
||
1.0f, 0.0f, 0.0f, 1.0f);
|
||
|
||
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
|
||
g_assert_cmpint (front_face, ==, GL_CCW);
|
||
|
||
for (i = 0; i < 2; i++)
|
||
{
|
||
/* Paint both quads in the same color. One of these will be
|
||
* culled */
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
top_vertices);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
gles2->glVertexAttribPointer (data->pos_location,
|
||
2, /* size */
|
||
GL_FLOAT,
|
||
GL_FALSE, /* not normalized */
|
||
sizeof (float) * 2,
|
||
bottom_vertices);
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Second time round we'll use GL_CW as the front face so that the
|
||
* top quad will be culled */
|
||
gles2->glFrontFace (GL_CW);
|
||
gles2->glUniform4f (data->color_location,
|
||
0.0f, 0.0f, 1.0f, 1.0f);
|
||
|
||
gles2->glGetIntegerv (GL_FRONT_FACE, &front_face);
|
||
g_assert_cmpint (front_face, ==, GL_CW);
|
||
}
|
||
}
|
||
|
||
static void
|
||
verify_read_pixels (const PaintData *data)
|
||
{
|
||
int stride = data->fb_width * 4;
|
||
uint8_t *buf = g_malloc (data->fb_height * stride);
|
||
|
||
data->gles2->glReadPixels (0, 0, /* x/y */
|
||
data->fb_width, data->fb_height,
|
||
GL_RGBA,
|
||
GL_UNSIGNED_BYTE,
|
||
buf);
|
||
|
||
/* In GL, the lines earlier in the buffer are the bottom */
|
||
/* Bottom should be blue */
|
||
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
|
||
data->fb_height / 4 * stride,
|
||
0x0000ffff);
|
||
/* Top should be red */
|
||
test_utils_compare_pixel (buf + data->fb_width / 2 * 4 +
|
||
data->fb_height * 3 / 4 * stride,
|
||
0xff0000ff);
|
||
|
||
g_free (buf);
|
||
}
|
||
|
||
void
|
||
test_gles2_context_fbo (void)
|
||
{
|
||
static const char vertex_shader_source[] =
|
||
"attribute vec2 pos;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
|
||
"}\n";
|
||
static const char fragment_shader_source[] =
|
||
"precision mediump float;\n"
|
||
"uniform vec4 color;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_FragColor = color;\n"
|
||
"}\n";
|
||
static const PaintMethod paint_methods[] =
|
||
{
|
||
paint_quads,
|
||
paint_viewport,
|
||
paint_scissor,
|
||
paint_cull
|
||
};
|
||
int i;
|
||
PaintData data;
|
||
|
||
data.fb_width = cogl_framebuffer_get_width (test_fb);
|
||
data.fb_height = cogl_framebuffer_get_height (test_fb);
|
||
|
||
for (i = 0; i < G_N_ELEMENTS (paint_methods); i++)
|
||
{
|
||
CoglTexture *offscreen_texture;
|
||
CoglOffscreen *offscreen;
|
||
CoglPipeline *pipeline;
|
||
CoglGLES2Context *gles2_ctx;
|
||
GLuint program;
|
||
CoglError *error = NULL;
|
||
|
||
create_gles2_context (&offscreen_texture,
|
||
&offscreen,
|
||
&pipeline,
|
||
&gles2_ctx,
|
||
&data.gles2);
|
||
|
||
if (!cogl_push_gles2_context (test_ctx,
|
||
gles2_ctx,
|
||
COGL_FRAMEBUFFER (offscreen),
|
||
COGL_FRAMEBUFFER (offscreen),
|
||
&error))
|
||
g_error ("Failed to push gles2 context: %s\n", error->message);
|
||
|
||
program = create_program (data.gles2,
|
||
vertex_shader_source,
|
||
fragment_shader_source);
|
||
|
||
data.gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
data.gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
data.gles2->glUseProgram (program);
|
||
|
||
data.color_location = data.gles2->glGetUniformLocation (program, "color");
|
||
if (data.color_location == -1)
|
||
g_error ("Couldn't find ‘color’ uniform");
|
||
|
||
data.pos_location = data.gles2->glGetAttribLocation (program, "pos");
|
||
if (data.pos_location == -1)
|
||
g_error ("Couldn't find ‘pos’ attribute");
|
||
|
||
paint_methods[i] (&data);
|
||
|
||
verify_read_pixels (&data);
|
||
|
||
cogl_pop_gles2_context (test_ctx);
|
||
|
||
cogl_object_unref (offscreen);
|
||
cogl_object_unref (gles2_ctx);
|
||
|
||
cogl_framebuffer_draw_rectangle (test_fb,
|
||
pipeline,
|
||
-1.0f, 1.0f,
|
||
1.0f, -1.0f);
|
||
|
||
cogl_object_unref (pipeline);
|
||
cogl_object_unref (offscreen_texture);
|
||
|
||
/* Top half of the framebuffer should be red */
|
||
test_utils_check_pixel (test_fb,
|
||
data.fb_width / 2, data.fb_height / 4,
|
||
0xff0000ff);
|
||
/* Bottom half should be blue */
|
||
test_utils_check_pixel (test_fb,
|
||
data.fb_width / 2, data.fb_height * 3 / 4,
|
||
0x0000ffff);
|
||
}
|
||
}
|
||
|
||
/* Position to draw a rectangle in. The top half of this rectangle
|
||
* will be red, and the bottom will be blue */
|
||
#define RECTANGLE_DRAW_X 10
|
||
#define RECTANGLE_DRAW_Y 15
|
||
|
||
/* Position to copy the rectangle to in the destination texture */
|
||
#define RECTANGLE_COPY_X 110
|
||
#define RECTANGLE_COPY_Y 115
|
||
|
||
#define RECTANGLE_WIDTH 30
|
||
#define RECTANGLE_HEIGHT 40
|
||
|
||
static void
|
||
verify_region (const CoglGLES2Vtable *gles2,
|
||
int x,
|
||
int y,
|
||
int width,
|
||
int height,
|
||
uint32_t expected_pixel)
|
||
{
|
||
uint8_t *buf, *p;
|
||
|
||
buf = g_malloc (width * height * 4);
|
||
|
||
gles2->glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
||
|
||
for (p = buf + width * height * 4; p > buf; p -= 4)
|
||
test_utils_compare_pixel (p - 4, expected_pixel);
|
||
|
||
g_free (buf);
|
||
}
|
||
|
||
void
|
||
test_gles2_context_copy_tex_image (void)
|
||
{
|
||
static const char vertex_shader_source[] =
|
||
"attribute vec2 pos;\n"
|
||
"attribute vec2 tex_coord_attrib;\n"
|
||
"varying vec2 tex_coord_varying;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_Position = vec4 (pos, 0.0, 1.0);\n"
|
||
" tex_coord_varying = tex_coord_attrib;\n"
|
||
"}\n";
|
||
static const char fragment_shader_source[] =
|
||
"precision mediump float;\n"
|
||
"varying vec2 tex_coord_varying;\n"
|
||
"uniform sampler2D tex;\n"
|
||
"\n"
|
||
"void\n"
|
||
"main ()\n"
|
||
"{\n"
|
||
" gl_FragColor = texture2D (tex, tex_coord_varying);\n"
|
||
"}\n";
|
||
static const float verts[] =
|
||
{
|
||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||
1.0f, -1.0f, 1.0f, 0.0f,
|
||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||
1.0f, 1.0f, 1.0f, 1.0f
|
||
};
|
||
int fb_width = cogl_framebuffer_get_width (test_fb);
|
||
int fb_height = cogl_framebuffer_get_height (test_fb);
|
||
CoglTexture *offscreen_texture;
|
||
CoglOffscreen *offscreen;
|
||
CoglPipeline *pipeline;
|
||
CoglGLES2Context *gles2_ctx;
|
||
const CoglGLES2Vtable *gles2;
|
||
CoglError *error = NULL;
|
||
GLuint tex;
|
||
GLint tex_uniform_location;
|
||
GLint pos_location;
|
||
GLint tex_coord_location;
|
||
GLuint program;
|
||
|
||
create_gles2_context (&offscreen_texture,
|
||
&offscreen,
|
||
&pipeline,
|
||
&gles2_ctx,
|
||
&gles2);
|
||
|
||
if (!cogl_push_gles2_context (test_ctx,
|
||
gles2_ctx,
|
||
COGL_FRAMEBUFFER (offscreen),
|
||
COGL_FRAMEBUFFER (offscreen),
|
||
&error))
|
||
g_error ("Failed to push gles2 context: %s\n", error->message);
|
||
|
||
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Draw a rectangle using clear and the scissor so that we don't
|
||
* have to create a shader */
|
||
gles2->glEnable (GL_SCISSOR_TEST);
|
||
|
||
/* Top half red */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2);
|
||
gles2->glClearColor (1.0, 0.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
/* Bottom half blue */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2);
|
||
gles2->glClearColor (0.0, 0.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Draw where the rectangle would be if the coordinates were flipped
|
||
* in white to make it obvious that that is the problem if the
|
||
* assertion fails */
|
||
gles2->glScissor (RECTANGLE_DRAW_X,
|
||
fb_width - (RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT),
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT);
|
||
gles2->glClearColor (1.0, 1.0, 1.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
gles2->glDisable (GL_SCISSOR_TEST);
|
||
|
||
/* Create a texture */
|
||
gles2->glGenTextures (1, &tex);
|
||
gles2->glBindTexture (GL_TEXTURE_2D, tex);
|
||
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
gles2->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
||
/* Copy the entire framebuffer into the texture */
|
||
gles2->glCopyTexImage2D (GL_TEXTURE_2D,
|
||
0, /* level */
|
||
GL_RGBA,
|
||
0, 0, /* x/y */
|
||
fb_width, fb_height,
|
||
0 /* border */);
|
||
|
||
/* Copy the rectangle into another part of the texture */
|
||
gles2->glCopyTexSubImage2D (GL_TEXTURE_2D,
|
||
0, /* level */
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT);
|
||
|
||
/* Clear the framebuffer to make the test more thorough */
|
||
gles2->glClearColor (1.0, 1.0, 0.0, 1.0);
|
||
gles2->glClear (GL_COLOR_BUFFER_BIT);
|
||
|
||
/* Create a program to render the texture */
|
||
program = create_program (gles2,
|
||
vertex_shader_source,
|
||
fragment_shader_source);
|
||
|
||
pos_location =
|
||
gles2->glGetAttribLocation (program, "pos");
|
||
if (pos_location == -1)
|
||
g_error ("Couldn't find ‘pos’ attribute");
|
||
|
||
tex_coord_location =
|
||
gles2->glGetAttribLocation (program, "tex_coord_attrib");
|
||
if (tex_coord_location == -1)
|
||
g_error ("Couldn't find ‘tex_coord_attrib’ attribute");
|
||
|
||
tex_uniform_location =
|
||
gles2->glGetUniformLocation (program, "tex");
|
||
if (tex_uniform_location == -1)
|
||
g_error ("Couldn't find ‘tex’ uniform");
|
||
|
||
gles2->glUseProgram (program);
|
||
|
||
gles2->glUniform1i (tex_uniform_location, 0);
|
||
|
||
/* Render the texture to fill the framebuffer */
|
||
gles2->glEnableVertexAttribArray (pos_location);
|
||
gles2->glVertexAttribPointer (pos_location,
|
||
2, /* n_components */
|
||
GL_FLOAT,
|
||
FALSE, /* normalized */
|
||
sizeof (float) * 4,
|
||
verts);
|
||
gles2->glEnableVertexAttribArray (tex_coord_location);
|
||
gles2->glVertexAttribPointer (tex_coord_location,
|
||
2, /* n_components */
|
||
GL_FLOAT,
|
||
FALSE, /* normalized */
|
||
sizeof (float) * 4,
|
||
verts + 2);
|
||
|
||
gles2->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||
|
||
/* Verify top of drawn rectangle is red */
|
||
verify_region (gles2,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0xff0000ff);
|
||
/* Verify bottom of drawn rectangle is blue */
|
||
verify_region (gles2,
|
||
RECTANGLE_DRAW_X,
|
||
RECTANGLE_DRAW_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0x0000ffff);
|
||
/* Verify top of copied rectangle is red */
|
||
verify_region (gles2,
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y + RECTANGLE_HEIGHT / 2,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0xff0000ff);
|
||
/* Verify bottom of copied rectangle is blue */
|
||
verify_region (gles2,
|
||
RECTANGLE_COPY_X,
|
||
RECTANGLE_COPY_Y,
|
||
RECTANGLE_WIDTH,
|
||
RECTANGLE_HEIGHT / 2,
|
||
0x0000ffff);
|
||
|
||
cogl_pop_gles2_context (test_ctx);
|
||
|
||
cogl_object_unref (offscreen);
|
||
cogl_object_unref (gles2_ctx);
|
||
cogl_object_unref (pipeline);
|
||
cogl_object_unref (offscreen_texture);
|
||
}
|