cogl-path: Stroke using the vertex attribute API
Previously when stroking a path it was flushing a pipeline and then directly calling glDrawArrays to draw the line strip from the path nodes array. This patch changes it to build a CoglVertexArray and a series of attributes to paint with instead. The vertex array and attributes are attached to the CoglPath so it can be reused later. The old vertex array for filling has been renamed to fill_vbo.
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@ -79,10 +79,14 @@ struct _CoglPathData
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floatVec2 path_nodes_min;
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floatVec2 path_nodes_max;
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CoglVertexArray *vbo;
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CoglIndices *vbo_indices;
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unsigned int vbo_n_indices;
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CoglVertexAttribute *vbo_attributes[COGL_PATH_N_ATTRIBUTES + 1];
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CoglVertexArray *fill_vbo;
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CoglIndices *fill_vbo_indices;
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unsigned int fill_vbo_n_indices;
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CoglVertexAttribute *fill_vbo_attributes[COGL_PATH_N_ATTRIBUTES + 1];
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CoglVertexArray *stroke_vbo;
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CoglVertexAttribute **stroke_vbo_attributes;
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unsigned int stroke_vbo_n_attributes;
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};
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void
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@ -52,28 +52,49 @@
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static void _cogl_path_free (CoglPath *path);
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static void _cogl_path_build_vbo (CoglPath *path);
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static void _cogl_path_build_fill_vbo (CoglPath *path);
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static void _cogl_path_build_stroke_vbo (CoglPath *path);
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COGL_OBJECT_DEFINE (Path, path);
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static void
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_cogl_path_data_clear_vbos (CoglPathData *data)
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{
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int i;
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if (data->fill_vbo)
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{
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cogl_object_unref (data->fill_vbo);
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cogl_object_unref (data->fill_vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->fill_vbo_attributes[i]);
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data->fill_vbo = NULL;
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}
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if (data->stroke_vbo)
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{
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cogl_object_unref (data->stroke_vbo);
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for (i = 0; i < data->stroke_vbo_n_attributes; i++)
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cogl_object_unref (data->stroke_vbo_attributes[i]);
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g_free (data->stroke_vbo_attributes);
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data->stroke_vbo = NULL;
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}
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}
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static void
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_cogl_path_data_unref (CoglPathData *data)
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{
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if (--data->ref_count <= 0)
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{
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_cogl_path_data_clear_vbos (data);
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g_array_free (data->path_nodes, TRUE);
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if (data->vbo)
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{
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int i;
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cogl_object_unref (data->vbo);
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cogl_object_unref (data->vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->vbo_attributes[i]);
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}
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g_slice_free (CoglPathData, data);
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}
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}
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@ -97,23 +118,14 @@ _cogl_path_modify (CoglPath *path)
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old_data->path_nodes->data,
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old_data->path_nodes->len);
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path->data->vbo = COGL_INVALID_HANDLE;
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path->data->fill_vbo = COGL_INVALID_HANDLE;
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path->data->ref_count = 1;
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_cogl_path_data_unref (old_data);
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}
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/* The path is altered so the vbo will now be invalid */
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else if (path->data->vbo)
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{
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int i;
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cogl_object_unref (path->data->vbo);
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cogl_object_unref (path->data->vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (path->data->vbo_attributes[i]);
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path->data->vbo = COGL_INVALID_HANDLE;
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}
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else if (path->data->fill_vbo)
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_cogl_path_data_clear_vbos (path->data);
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}
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void
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@ -183,23 +195,15 @@ _cogl_path_add_node (CoglPath *path,
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static void
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_cogl_path_stroke_nodes (CoglPath *path)
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{
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unsigned int path_start = 0;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglPathData *data = path->data;
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CoglPipeline *copy = NULL;
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CoglPipeline *source;
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unsigned int path_start;
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int path_num = 0;
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CoglPathNode *node;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_journal_flush ();
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/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
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* as the pipeline state) when flushing the clip stack, so should
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* always be done first when preparing to draw. */
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_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
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_cogl_enable (enable_flags);
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if (G_UNLIKELY (ctx->legacy_state_set))
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{
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CoglPipeline *users_source = cogl_get_source ();
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@ -219,26 +223,28 @@ _cogl_path_stroke_nodes (CoglPath *path)
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source = copy;
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}
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_cogl_path_build_stroke_vbo (path);
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cogl_push_source (source);
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_cogl_pipeline_flush_gl_state (source, FALSE, 0);
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/* Disable all client texture coordinate arrays */
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_cogl_bitmask_clear_all (&ctx->temp_bitmask);
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_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
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while (path_start < data->path_nodes->len)
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode,
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path_start);
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) );
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cogl_draw_vertex_attributes (COGL_VERTICES_MODE_LINE_STRIP,
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0, node->path_size,
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data->stroke_vbo_attributes[path_num],
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NULL);
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path_start += node->path_size;
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path_num++;
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}
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cogl_pop_source ();
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if (copy)
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cogl_object_unref (copy);
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}
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void
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@ -330,13 +336,13 @@ _cogl_path_fill_nodes (CoglPath *path)
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}
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}
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_cogl_path_build_vbo (path);
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_cogl_path_build_fill_vbo (path);
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_cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
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0, /* first_vertex */
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path->data->vbo_n_indices,
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path->data->vbo_indices,
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path->data->vbo_attributes);
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path->data->fill_vbo_n_indices,
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path->data->fill_vbo_indices,
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path->data->fill_vbo_attributes);
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}
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void
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@ -962,7 +968,8 @@ cogl2_path_new (void)
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data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
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data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
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data->last_path = 0;
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data->vbo = COGL_INVALID_HANDLE;
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data->fill_vbo = COGL_INVALID_HANDLE;
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data->stroke_vbo = NULL;
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return _cogl_path_object_new (path);
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}
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@ -1340,7 +1347,7 @@ _cogl_path_tesselator_combine (double coords[3],
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}
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static void
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_cogl_path_build_vbo (CoglPath *path)
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_cogl_path_build_fill_vbo (CoglPath *path)
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{
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CoglPathTesselator tess;
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unsigned int path_start = 0;
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@ -1348,7 +1355,7 @@ _cogl_path_build_vbo (CoglPath *path)
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int i;
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/* If we've already got a vbo then we don't need to do anything */
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if (data->vbo)
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if (data->fill_vbo)
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return;
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tess.primitive_type = FALSE;
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@ -1431,32 +1438,94 @@ _cogl_path_build_vbo (CoglPath *path)
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gluDeleteTess (tess.glu_tess);
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data->vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
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tess.vertices->len,
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tess.vertices->data);
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data->fill_vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
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tess.vertices->len,
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tess.vertices->data);
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g_array_free (tess.vertices, TRUE);
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data->vbo_attributes[0] =
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cogl_vertex_attribute_new (data->vbo,
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data->fill_vbo_attributes[0] =
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cogl_vertex_attribute_new (data->fill_vbo,
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"cogl_position_in",
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sizeof (CoglPathTesselatorVertex),
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G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
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2, /* n_components */
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COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
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data->vbo_attributes[1] =
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cogl_vertex_attribute_new (data->vbo,
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data->fill_vbo_attributes[1] =
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cogl_vertex_attribute_new (data->fill_vbo,
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"cogl_tex_coord0_in",
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sizeof (CoglPathTesselatorVertex),
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G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
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2, /* n_components */
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COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
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/* NULL terminator */
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data->vbo_attributes[2] = NULL;
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data->fill_vbo_attributes[2] = NULL;
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data->vbo_indices = cogl_indices_new (tess.indices_type,
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tess.indices->data,
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tess.indices->len);
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data->vbo_n_indices = tess.indices->len;
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data->fill_vbo_indices = cogl_indices_new (tess.indices_type,
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tess.indices->data,
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tess.indices->len);
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data->fill_vbo_n_indices = tess.indices->len;
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g_array_free (tess.indices, TRUE);
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}
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static void
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_cogl_path_build_stroke_vbo (CoglPath *path)
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{
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CoglPathData *data = path->data;
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unsigned int n_attributes = 0;
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unsigned int path_start;
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CoglPathNode *node;
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floatVec2 *vbo_p;
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unsigned int i;
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/* If we've already got a cached vbo then we don't need to do anything */
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if (data->stroke_vbo)
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return;
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data->stroke_vbo = cogl_vertex_array_new (data->path_nodes->len *
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sizeof (floatVec2),
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NULL);
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vbo_p = cogl_buffer_map (COGL_BUFFER (data->stroke_vbo),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD);
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/* Copy the vertices in and count the number of sub paths. Each sub
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path will form a separate attribute so we can paint the disjoint
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line strips */
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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for (i = 0; i < node->path_size; i++)
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{
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vbo_p[path_start + i].x = node[i].x;
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vbo_p[path_start + i].y = node[i].y;
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}
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n_attributes++;
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}
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cogl_buffer_unmap (COGL_BUFFER (data->stroke_vbo));
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data->stroke_vbo_attributes = g_new (CoglVertexAttribute *, n_attributes);
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/* Now we can loop the sub paths again to create the attributes */
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for (i = 0, path_start = 0;
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path_start < data->path_nodes->len;
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i++, path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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data->stroke_vbo_attributes[i] =
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cogl_vertex_attribute_new (data->stroke_vbo,
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"cogl_position_in",
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sizeof (floatVec2),
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path_start * sizeof (floatVec2),
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2, /* n_components */
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COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
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}
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data->stroke_vbo_n_attributes = n_attributes;
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}
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