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			benzea/sys
			...
			wip/nielsd
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 
						 | 
					952672ca62 | 
@@ -362,7 +362,7 @@ _st_create_shadow_pipeline (StShadow    *shadow_spec,
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{
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  ClutterBackend *backend = clutter_get_default_backend ();
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  CoglContext *ctx = clutter_backend_get_cogl_context (backend);
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  CoglError *error = NULL;
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  GError *error = NULL;
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  static CoglPipeline *shadow_pipeline_template = NULL;
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@@ -398,7 +398,7 @@ _st_create_shadow_pipeline (StShadow    *shadow_spec,
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  if (error)
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    {
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      g_warning ("Failed to allocate texture: %s", error->message);
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      cogl_error_free (error);
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      g_error_free (error);
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    }
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  g_free (pixels_out);
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@@ -466,7 +466,7 @@ _st_create_shadow_pipeline_from_actor (StShadow     *shadow_spec,
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      CoglFramebuffer *fb;
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      CoglContext *ctx;
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      CoglColor clear_color;
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      CoglError *catch_error = NULL;
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      GError *catch_error = NULL;
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      float x, y;
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      ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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@@ -480,7 +480,7 @@ _st_create_shadow_pipeline_from_actor (StShadow     *shadow_spec,
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      if (!cogl_framebuffer_allocate (fb, &catch_error))
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        {
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          cogl_error_free (catch_error);
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          g_error_free (catch_error);
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          cogl_object_unref (offscreen);
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          cogl_object_unref (buffer);
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          return NULL;
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@@ -72,7 +72,7 @@ create_corner_material (StCornerSpec *corner)
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{
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  ClutterBackend *backend = clutter_get_default_backend ();
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  CoglContext *ctx = clutter_backend_get_cogl_context (backend);
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  CoglError *error = NULL;
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  GError *error = NULL;
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  CoglTexture *texture;
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  cairo_t *cr;
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  cairo_surface_t *surface;
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@@ -184,7 +184,7 @@ create_corner_material (StCornerSpec *corner)
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  if (error)
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    {
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      g_warning ("Failed to allocate texture: %s", error->message);
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      cogl_error_free (error);
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      g_error_free (error);
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    }
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  g_free (data);
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@@ -1007,7 +1007,7 @@ st_theme_node_prerender_background (StThemeNode *node,
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{
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  ClutterBackend *backend = clutter_get_default_backend ();
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  CoglContext *ctx = clutter_backend_get_cogl_context (backend);
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  CoglError *error = NULL;
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  GError *error = NULL;
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  StBorderImage *border_image;
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  CoglTexture *texture;
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  guint radius[4];
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@@ -1344,7 +1344,7 @@ st_theme_node_prerender_background (StThemeNode *node,
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  if (error)
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    {
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      g_warning ("Failed to allocate texture: %s", error->message);
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      cogl_error_free (error);
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      g_error_free (error);
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    }
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  cairo_destroy (cr);
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@@ -2288,7 +2288,7 @@ st_theme_node_prerender_shadow (StThemeNodePaintState *state)
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  int fb_width, fb_height;
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  CoglTexture *buffer;
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  CoglFramebuffer *offscreen = NULL;
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  CoglError *error = NULL;
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  GError *error = NULL;
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  ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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@@ -2351,11 +2351,8 @@ st_theme_node_prerender_shadow (StThemeNodePaintState *state)
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      state->box_shadow_pipeline = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node),
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                                                               buffer, state->resource_scale);
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    }
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  else
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    {
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      cogl_error_free (error);
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    }
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  cogl_clear_error (&error);
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  cogl_clear_object (&offscreen);
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  cogl_clear_object (&buffer);
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}
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@@ -249,7 +249,7 @@ setup_framebuffers (StThemeNodeTransition *transition,
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  StThemeNodeTransitionPrivate *priv = transition->priv;
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  CoglContext *ctx;
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  guint width, height;
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  CoglError *catch_error = NULL;
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  GError *catch_error = NULL;
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  /* template material to avoid unnecessary shader compilation */
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  static CoglPipeline *material_template = NULL;
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@@ -277,7 +277,7 @@ setup_framebuffers (StThemeNodeTransition *transition,
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  priv->old_offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (priv->old_texture));
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  if (!cogl_framebuffer_allocate (priv->old_offscreen, &catch_error))
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    {
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      cogl_error_free (catch_error);
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      g_error_free (catch_error);
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      cogl_clear_object (&priv->old_offscreen);
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      return FALSE;
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    }
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@@ -286,7 +286,7 @@ setup_framebuffers (StThemeNodeTransition *transition,
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  priv->new_offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (priv->new_texture));
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  if (!cogl_framebuffer_allocate (priv->new_offscreen, &catch_error))
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    {
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      cogl_error_free (catch_error);
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      g_error_free (catch_error);
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      cogl_clear_object (&priv->new_offscreen);
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      return FALSE;
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    }
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