[debug] Adds a "nop-picking" clutter debug option to NOP _clutter_do_pick()
I've found this is something I do quite often when debugging rendering problems since its a simple way to wipe out lots of geometry and removes a lot of unpredictable noise when logging geometry passing through the Cogl journal.
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@ -22,7 +22,8 @@ typedef enum {
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CLUTTER_DEBUG_SHADER = 1 << 12,
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CLUTTER_DEBUG_MULTISTAGE = 1 << 13,
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CLUTTER_DEBUG_ANIMATION = 1 << 14,
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CLUTTER_DEBUG_LAYOUT = 1 << 15
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CLUTTER_DEBUG_LAYOUT = 1 << 15,
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CLUTTER_DEBUG_NOP_PICKING = 1 << 16,
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} ClutterDebugFlag;
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#ifdef CLUTTER_ENABLE_DEBUG
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@ -94,7 +94,8 @@ static const GDebugKey clutter_debug_keys[] = {
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{ "shader", CLUTTER_DEBUG_SHADER },
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{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
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{ "animation", CLUTTER_DEBUG_ANIMATION },
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{ "layout", CLUTTER_DEBUG_LAYOUT }
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{ "layout", CLUTTER_DEBUG_LAYOUT },
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{ "nop-picking", CLUTTER_DEBUG_NOP_PICKING }
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};
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#endif /* CLUTTER_ENABLE_DEBUG */
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@ -375,6 +376,9 @@ _clutter_do_pick (ClutterStage *stage,
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guint32 id;
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GLboolean dither_was_on;
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if (clutter_debug_flags & CLUTTER_DEBUG_NOP_PICKING)
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return CLUTTER_ACTOR (stage);
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context = _clutter_context_get_default ();
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_clutter_backend_ensure_context (context->backend, stage);
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