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#include <cogl/cogl.h>
#include "test-utils.h"
/* Tests that the various texture types can be freed without being
* allocated */
/* Texture size that is probably to big to fit within the texture
* limits */
#define BIG_TEX_WIDTH 16384
#define BIG_TEX_HEIGHT 128
void
test_texture_no_allocate (void)
{
uint8_t *tex_data;
CoglTexture *texture;
CoglTexture2D *texture_2d;
GError *error = NULL;
tex_data = g_malloc (BIG_TEX_WIDTH * BIG_TEX_HEIGHT * 4);
/* NB: if we make the atlas and sliced texture APIs public then this
* could changed to explicitly use that instead of the magic texture
* API */
/* Try to create an atlas texture that is too big so it will
* internally be freed without allocating */
texture =
cogl_atlas_texture_new_from_data (test_ctx,
BIG_TEX_WIDTH,
BIG_TEX_HEIGHT,
/* format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
/* rowstride */
BIG_TEX_WIDTH * 4,
tex_data,
&error);
g_free (tex_data);
/* It's ok if this causes an error, we just don't want it to
* crash */
if (texture == NULL)
cogl_error_free (error);
else
cogl_object_unref (texture);
/* Try to create a sliced texture without allocating it */
texture =
cogl_texture_2d_sliced_new_with_size (test_ctx,
BIG_TEX_WIDTH,
BIG_TEX_HEIGHT,
COGL_TEXTURE_MAX_WASTE);
cogl_object_unref (texture);
/* 2D texture */
texture_2d = cogl_texture_2d_new_with_size (test_ctx,
64, 64);
cogl_object_unref (texture_2d);
/* 3D texture */
if (cogl_has_feature (test_ctx, COGL_FEATURE_ID_TEXTURE_3D))
{
CoglTexture3D *texture_3d =
cogl_texture_3d_new_with_size (test_ctx,
64, 64, 64);
cogl_object_unref (texture_3d);
}
/* Rectangle texture */
if (cogl_has_feature (test_ctx, COGL_FEATURE_ID_TEXTURE_RECTANGLE))
{
CoglTextureRectangle *texture_rect =
cogl_texture_rectangle_new_with_size (test_ctx,
64, 64);
cogl_object_unref (texture_rect);
}
}
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