debug: Remove CLUTTER_MARK
The debug macro is seldom used, and it's a bit lame at that.
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@ -71,8 +71,6 @@ typedef enum {
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} } G_STMT_END
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#endif
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#define CLUTTER_MARK() CLUTTER_NOTE(MISC, "== mark ==")
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#define CLUTTER_GLERR() G_STMT_START { \
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if (clutter_debug_flags & CLUTTER_DEBUG_GL) { \
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GLenum _err = glGetError (); /* roundtrip */ \
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@ -84,7 +82,6 @@ typedef enum {
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#else /* !CLUTTER_ENABLE_DEBUG */
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#define CLUTTER_NOTE(type,...) G_STMT_START { } G_STMT_END
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#define CLUTTER_MARK() G_STMT_START { } G_STMT_END
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#define CLUTTER_GLERR() G_STMT_START { } G_STMT_END
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#define CLUTTER_HAS_DEBUG(type) FALSE
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@ -927,8 +927,6 @@ clutter_main (void)
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return;
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}
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CLUTTER_MARK ();
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clutter_main_loop_level++;
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#ifdef CLUTTER_ENABLE_PROFILE
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@ -955,8 +953,6 @@ clutter_main (void)
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clutter_main_loop_level--;
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CLUTTER_MARK ();
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if (clutter_main_loop_level == 0)
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CLUTTER_TIMER_STOP (uprof_get_mainloop_context (), mainloop_timer);
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}
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@ -220,8 +220,6 @@ texture_free_gl_resources (ClutterTexture *texture)
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{
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ClutterTexturePrivate *priv = texture->priv;
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CLUTTER_MARK();
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if (priv->material != COGL_INVALID_HANDLE)
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{
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/* We want to keep the layer so that the filter settings will
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@ -243,8 +241,6 @@ clutter_texture_unrealize (ClutterActor *actor)
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if (priv->material == COGL_INVALID_HANDLE)
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return;
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CLUTTER_MARK();
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if (priv->fbo_source != NULL)
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{
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/* Free up our fbo handle and texture resources, realize will recreate */
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@ -266,8 +262,6 @@ clutter_texture_realize (ClutterActor *actor)
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texture = CLUTTER_TEXTURE(actor);
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priv = texture->priv;
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CLUTTER_MARK();
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if (priv->fbo_source)
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{
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CoglTextureFlags flags = COGL_TEXTURE_NONE;
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@ -2610,8 +2604,6 @@ texture_fbo_free_resources (ClutterTexture *texture)
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priv = texture->priv;
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CLUTTER_MARK();
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if (priv->fbo_source != NULL)
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{
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/* If we parented the texture then unparent it again so that it
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