tests: Add a conformance test for the wrap modes of a cogl material
This renders a texture using different combinations of wrap modes for the s and t coordinates and then verifies that the expected wrapping is acheived. The texture is drawn using rectangles, polygons and vbos. There is also code to test a rectangle using an atlased texture (which should test the manual repeating) however the validation for this is currently disabled because it doesn't work. http://bugzilla.openedhand.com/show_bug.cgi?id=2063
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@ -27,6 +27,7 @@ test_conformance_SOURCES = \
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test-cogl-multitexture.c \
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test-cogl-texture-mipmaps.c \
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test-cogl-texture-rectangle.c \
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test-cogl-wrap-modes.c \
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test-cogl-pixel-buffer.c \
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test-cogl-path.c \
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test-path.c \
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332
tests/conform/test-cogl-wrap-modes.c
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332
tests/conform/test-cogl-wrap-modes.c
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@ -0,0 +1,332 @@
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#include <clutter/clutter.h>
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#include <string.h>
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#include "test-conform-common.h"
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#define TEX_SIZE 4
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static const ClutterColor stage_color = { 0x80, 0x80, 0x80, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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CoglHandle texture;
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guint frame;
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} TestState;
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static CoglHandle
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create_texture (CoglTextureFlags flags)
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{
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guint8 *data = g_malloc (TEX_SIZE * TEX_SIZE * 4), *p = data;
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CoglHandle tex;
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int x, y;
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for (y = 0; y < TEX_SIZE; y++)
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for (x = 0; x < TEX_SIZE; x++)
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{
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*(p++) = 0;
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*(p++) = (x & 1) * 255;
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*(p++) = (y & 1) * 255;
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*(p++) = 255;
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}
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tex = cogl_texture_new_from_data (TEX_SIZE, TEX_SIZE, flags,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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TEX_SIZE * 4,
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data);
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g_free (data);
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return tex;
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}
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static CoglHandle
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create_material (TestState *state,
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CoglMaterialWrapMode wrap_mode_s,
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CoglMaterialWrapMode wrap_mode_t)
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{
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CoglHandle material;
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, state->texture);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_material_set_layer_wrap_mode_s (material, 0, wrap_mode_s);
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cogl_material_set_layer_wrap_mode_t (material, 0, wrap_mode_t);
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return material;
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}
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static CoglMaterialWrapMode
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test_wrap_modes[] =
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{
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_REPEAT,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE
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};
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static void
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draw_tests (TestState *state)
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{
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int i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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/* Create a separate material for each pair of wrap modes so
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that we can verify whether the batch splitting works */
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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/* Render the material at four times the size of the texture */
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cogl_rectangle_with_texture_coords (i * TEX_SIZE, 0,
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(i + 2) * TEX_SIZE, TEX_SIZE * 2,
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0, 0, 2, 2);
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}
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}
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static const CoglTextureVertex vertices[4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, TEX_SIZE * 2, 0.0f, 0.0f, 2.0f },
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{ TEX_SIZE * 2, TEX_SIZE * 2, 0.0f, 2.0f, 2.0f },
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{ TEX_SIZE * 2, 0.0f, 0.0f, 2.0f, 0.0f }
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};
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static void
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draw_tests_polygon (TestState *state)
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{
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int i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_push_matrix ();
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cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
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/* Render the material at four times the size of the texture */
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cogl_polygon (vertices, G_N_ELEMENTS (vertices), FALSE);
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cogl_pop_matrix ();
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}
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}
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static void
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draw_tests_vbo (TestState *state)
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{
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CoglHandle vbo;
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int i;
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (vertices[0]),
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&vertices[0].x);
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cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (vertices[0]),
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&vertices[0].tx);
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cogl_vertex_buffer_submit (vbo);
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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CoglHandle material;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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material = create_material (state, wrap_mode_s, wrap_mode_t);
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cogl_set_source (material);
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cogl_handle_unref (material);
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cogl_push_matrix ();
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cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
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/* Render the material at four times the size of the texture */
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cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
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cogl_pop_matrix ();
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}
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cogl_handle_unref (vbo);
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}
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static void
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draw_frame (TestState *state)
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{
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/* Draw the tests first with a non atlased texture */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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draw_tests (state);
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cogl_handle_unref (state->texture);
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/* Draw the tests again with a possible atlased texture. This should
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end up testing software repeats */
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state->texture = create_texture (COGL_TEXTURE_NONE);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 2.0f, 0.0f);
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draw_tests (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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/* Draw the tests using cogl_polygon */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 4.0f, 0.0f);
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draw_tests_polygon (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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/* Draw the tests using a vertex buffer */
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state->texture = create_texture (COGL_TEXTURE_NO_ATLAS);
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cogl_push_matrix ();
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cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
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draw_tests_vbo (state);
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cogl_pop_matrix ();
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cogl_handle_unref (state->texture);
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}
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static void
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validate_set (TestState *state, int offset)
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{
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guint8 data[TEX_SIZE * 2 * TEX_SIZE * 2 * 4], *p;
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int x, y, i;
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for (i = 0; i < G_N_ELEMENTS (test_wrap_modes); i += 2)
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{
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CoglMaterialWrapMode wrap_mode_s, wrap_mode_t;
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wrap_mode_s = test_wrap_modes[i];
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wrap_mode_t = test_wrap_modes[i + 1];
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cogl_read_pixels (i * TEX_SIZE, offset * TEX_SIZE * 2,
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TEX_SIZE * 2, TEX_SIZE * 2,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888,
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data);
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p = data;
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for (y = 0; y < TEX_SIZE * 2; y++)
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for (x = 0; x < TEX_SIZE * 2; x++)
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{
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guint8 green, blue;
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if (x < TEX_SIZE ||
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wrap_mode_s == COGL_MATERIAL_WRAP_MODE_REPEAT ||
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wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
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green = (x & 1) * 255;
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else
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green = ((TEX_SIZE - 1) & 1) * 255;
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if (y < TEX_SIZE ||
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wrap_mode_t == COGL_MATERIAL_WRAP_MODE_REPEAT ||
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wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
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blue = (y & 1) * 255;
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else
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blue = ((TEX_SIZE - 1) & 1) * 255;
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g_assert_cmpint (p[0], ==, 0);
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g_assert_cmpint (p[1], ==, green);
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g_assert_cmpint (p[2], ==, blue);
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p += 4;
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}
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}
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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_set (state, 0); /* non-atlased rectangle */
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#if 0 /* this doesn't currently work */
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validate_set (state, 1); /* atlased rectangle */
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#endif
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validate_set (state, 2); /* cogl_polygon */
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validate_set (state, 3); /* vertex buffer */
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/* Comment this out to see what the test paints */
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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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draw_frame (state);
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/* XXX: Experiments have shown that for some buggy drivers, when using
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* glReadPixels there is some kind of race, so we delay our test for a
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* few frames and a few seconds:
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*/
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/* Need to increment frame first because clutter_stage_read_pixels
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fires a redraw */
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frame_num = state->frame++;
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if (frame_num == 2)
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validate_result (state);
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else if (frame_num < 2)
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g_usleep (G_USEC_PER_SEC);
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_wrap_modes (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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guint idle_source;
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guint paint_handler;
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state.frame = 0;
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state.stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (state.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, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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g_source_remove (idle_source);
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g_signal_handler_disconnect (state.stage, paint_handler);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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@ -200,6 +200,7 @@ main (int argc, char **argv)
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_sub_texture);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_pixel_buffer);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_texture_rectangle);
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TEST_CONFORM_SIMPLE ("/cogl/texture", test_cogl_wrap_modes);
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TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_contiguous);
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TEST_CONFORM_SIMPLE ("/cogl/vertex-buffer", test_cogl_vertex_buffer_interleved);
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