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							236 lines
						
					
					
						
							7.3 KiB
						
					
					
				
			
		
		
	
	
							236 lines
						
					
					
						
							7.3 KiB
						
					
					
				/*
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 * Copyright © 2020 Collabora, Ltd.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining
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 * a copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sublicense, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial
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 * portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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 * NONINFRINGEMENT.  IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 */
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#include "config.h"
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#include <stdio.h>
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#include <string.h>
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#include <sys/mman.h>
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#include "weston-test-client-helper.h"
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#include "weston-test-fixture-compositor.h"
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#define RENDERERS(s, t)							\
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	{								\
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		.renderer = RENDERER_PIXMAN,				\
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		.scale = s,						\
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		.transform = WL_OUTPUT_TRANSFORM_ ## t,			\
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		.transform_name = #t,					\
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		.gl_shadow_fb = false,					\
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		.meta.name = "pixman " #s " " #t,			\
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	},								\
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	{								\
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		.renderer = RENDERER_GL,				\
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		.scale = s,						\
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		.transform = WL_OUTPUT_TRANSFORM_ ## t,			\
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		.transform_name = #t,					\
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		.gl_shadow_fb = false,					\
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		.meta.name = "GL no-shadow " #s " " #t,			\
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	},								\
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	{								\
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		.renderer = RENDERER_GL,				\
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		.scale = s,						\
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		.transform = WL_OUTPUT_TRANSFORM_ ## t,			\
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		.transform_name = #t,					\
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		.gl_shadow_fb = true,					\
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		.meta.name = "GL shadow " #s " " #t,			\
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	}
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struct setup_args {
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	struct fixture_metadata meta;
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	enum renderer_type renderer;
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	int scale;
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	enum wl_output_transform transform;
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	const char *transform_name;
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	bool gl_shadow_fb;
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};
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static const struct setup_args my_setup_args[] = {
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	RENDERERS(1, NORMAL),
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	RENDERERS(1, 90),
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	RENDERERS(1, 180),
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	RENDERERS(1, 270),
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	RENDERERS(1, FLIPPED),
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	RENDERERS(1, FLIPPED_90),
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	RENDERERS(1, FLIPPED_180),
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	RENDERERS(1, FLIPPED_270),
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	RENDERERS(2, NORMAL),
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	RENDERERS(3, NORMAL),
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	RENDERERS(2, 90),
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	RENDERERS(2, 180),
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	RENDERERS(2, FLIPPED),
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	RENDERERS(3, FLIPPED_270),
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};
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static enum test_result_code
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fixture_setup(struct weston_test_harness *harness, const struct setup_args *arg)
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{
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	struct compositor_setup setup;
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	/*
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	 * The width and height are chosen to produce 324x240 framebuffer, to
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	 * emulate keeping the video mode constant.
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	 * This resolution is divisible by 2 and 3.
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	 * Headless multiplies the given size by scale.
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	 */
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	compositor_setup_defaults(&setup);
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	setup.renderer = arg->renderer;
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	setup.width = 324 / arg->scale;
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	setup.height = 240 / arg->scale;
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	setup.scale = arg->scale;
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	setup.transform = arg->transform;
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	setup.shell = SHELL_TEST_DESKTOP;
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	/*
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	 * The test here works by swapping the whole wl_surface into a
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	 * different color but lying that there is only a small damage area.
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	 * Then the test checks that only the damage area gets the new color
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	 * on screen.
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	 *
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	 * The following quirk forces GL-renderer to update the whole texture
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	 * even for partial damage. Otherwise, GL-renderer would only copy the
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	 * damaged area from the wl_shm buffer into a GL texture.
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	 *
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	 * Those output_damage tests where the surface is scaled up by the
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	 * compositor will use bilinear texture sampling due to the policy
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	 * in the renderers.
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	 *
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	 * Pixman renderer never makes copies of wl_shm buffers, so bilinear
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	 * sampling there will always produce the expected result. However,
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	 * with GL-renderer if the texture is not updated beyond the strict
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	 * damage region, bilinear sampling will result in a blend of the old
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	 * and new colors at the edges of the damage rectangles. This blend
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	 * would be detrimental to testing the damage regions and would cause
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	 * test failures due to reference image mismatch. What we actually
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	 * want to see is the crisp outline of the damage rectangles.
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	 */
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	setup.test_quirks.gl_force_full_upload = true;
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	if (arg->gl_shadow_fb) {
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		/*
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		 * A second case for GL-renderer: the shadow framebuffer
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		 *
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		 * This tests blit_shadow_to_output() specifically. The quirk
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		 * forces the shadow framebuffer to be redrawn completely, which
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		 * means the test surface will be completely filled with a new
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		 * color regardless of damage. The blit uses damage too, and
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		 * the damage pattern that is tested for needs to appear in
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		 * that step.
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		 *
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		 * The quirk also ensures the shadow framebuffer is created
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		 * even if not needed.
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		 */
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		setup.test_quirks.gl_force_full_redraw_of_shadow_fb = true;
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		/* To skip instead of fail the test if shadow not available */
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		setup.test_quirks.required_capabilities = WESTON_CAP_COLOR_OPS;
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	}
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	return weston_test_harness_execute_as_client(harness, &setup);
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}
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DECLARE_FIXTURE_SETUP_WITH_ARG(fixture_setup, my_setup_args, meta);
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static void
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commit_buffer_with_damage(struct surface *surface,
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			  struct buffer *buffer,
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			  struct rectangle damage)
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{
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	wl_surface_attach(surface->wl_surface, buffer->proxy, 0, 0);
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	wl_surface_damage(surface->wl_surface, damage.x, damage.y,
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			  damage.width, damage.height);
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	wl_surface_commit(surface->wl_surface);
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}
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/*
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 * Test that Weston repaints exactly the damage a client sends to it.
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 *
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 * NOTE: This relies on the Weston implementation detail that Weston actually
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 * will repaint exactly the client's damage and nothing more. This is not
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 * generally true of Wayland compositors.
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 */
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TEST(output_damage)
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{
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#define COUNT_BUFS 3
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	const struct setup_args *oargs;
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	struct client *client;
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	bool match = true;
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	char *refname;
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	int ret;
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	struct buffer *buf[COUNT_BUFS];
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	pixman_color_t colors[COUNT_BUFS];
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	static const struct rectangle damages[COUNT_BUFS] = {
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		{ 0 /* full damage */ },
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		{ .x = 10, .y = 10, .width = 20, .height = 10 },
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		{ .x = 43, .y = 47, .width = 5, .height = 50 },
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	};
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	int i;
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	const int width = 140;
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	const int height = 110;
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	color_rgb888(&colors[0], 100, 100, 100); /* grey */
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	color_rgb888(&colors[1],   0, 255, 255); /* cyan */
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	color_rgb888(&colors[2],   0, 255,   0); /* green */
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	oargs = &my_setup_args[get_test_fixture_index()];
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	ret = asprintf(&refname, "output-damage_%d-%s",
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		       oargs->scale, oargs->transform_name);
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	assert(ret);
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	testlog("%s: %s\n", get_test_name(), refname);
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	client = create_client();
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	client->surface = create_test_surface(client);
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	client->surface->width = width;
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	client->surface->height = height;
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	for (i = 0; i < COUNT_BUFS; i++) {
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		buf[i] = create_shm_buffer_a8r8g8b8(client, width, height);
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		fill_image_with_color(buf[i]->image, &colors[i]);
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	}
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	client->surface->buffer = buf[0];
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	move_client(client, 19, 19);
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	/*
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	 * Each time we commit a buffer with a different color, the damage box
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	 * should color just the box on the output.
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	 */
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	for (i = 1; i < COUNT_BUFS; i++) {
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		commit_buffer_with_damage(client->surface, buf[i], damages[i]);
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		if (!verify_screen_content(client, refname, i, NULL, i))
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			match = false;
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	}
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	assert(match);
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	for (i = 0; i < COUNT_BUFS; i++)
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		buffer_destroy(buf[i]);
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	client->surface->buffer = NULL;
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	client_destroy(client);
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	free(refname);
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}
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