debug: Remove CLUTTER_MARK
The debug macro is seldom used, and it's a bit lame at that.
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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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