cogl/offscreen: Remove depth buffer texture field
It was never set, so it was just some dead code. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1514>
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@ -51,8 +51,6 @@ struct _CoglOffscreen
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CoglTexture *texture;
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CoglTexture *texture;
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int texture_level;
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int texture_level;
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CoglTexture *depth_texture;
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CoglOffscreenAllocateFlags allocation_flags;
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CoglOffscreenAllocateFlags allocation_flags;
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/* FIXME: _cogl_offscreen_new_with_texture_full should be made to use
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/* FIXME: _cogl_offscreen_new_with_texture_full should be made to use
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@ -131,7 +131,6 @@ cogl_offscreen_dispose (GObject *object)
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G_OBJECT_CLASS (cogl_offscreen_parent_class)->dispose (object);
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G_OBJECT_CLASS (cogl_offscreen_parent_class)->dispose (object);
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cogl_clear_object (&offscreen->texture);
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cogl_clear_object (&offscreen->texture);
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cogl_clear_object (&offscreen->depth_texture);
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}
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}
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static void
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static void
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@ -480,52 +480,6 @@ _cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
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ctx->current_draw_buffer_changes &= ~state;
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ctx->current_draw_buffer_changes &= ~state;
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}
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}
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static CoglTexture *
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attach_depth_texture (CoglContext *ctx,
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CoglTexture *depth_texture,
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CoglOffscreenAllocateFlags flags)
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{
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
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{
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/* attach a GL_DEPTH_STENCIL texture to the GL_DEPTH_ATTACHMENT and
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* GL_STENCIL_ATTACHMENT attachment points */
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g_assert (_cogl_texture_get_format (depth_texture) ==
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COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8);
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cogl_texture_get_gl_texture (depth_texture,
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&tex_gl_handle, &tex_gl_target);
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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}
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else if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
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{
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/* attach a newly created GL_DEPTH_COMPONENT16 texture to the
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* GL_DEPTH_ATTACHMENT attachment point */
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g_assert (_cogl_texture_get_format (depth_texture) ==
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COGL_PIXEL_FORMAT_DEPTH_16);
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cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
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&tex_gl_handle, &tex_gl_target);
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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}
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return COGL_TEXTURE (depth_texture);
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}
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static GList *
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static GList *
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try_creating_renderbuffers (CoglContext *ctx,
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try_creating_renderbuffers (CoglContext *ctx,
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int width,
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int width,
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@ -661,7 +615,6 @@ try_creating_fbo (CoglContext *ctx,
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int texture_level,
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int texture_level,
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int texture_level_width,
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int texture_level_width,
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int texture_level_height,
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int texture_level_height,
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CoglTexture *depth_texture,
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const CoglFramebufferConfig *config,
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const CoglFramebufferConfig *config,
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CoglOffscreenAllocateFlags flags,
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CoglOffscreenAllocateFlags flags,
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CoglGlFbo *gl_fbo)
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CoglGlFbo *gl_fbo)
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@ -712,22 +665,6 @@ try_creating_fbo (CoglContext *ctx,
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tex_gl_target, tex_gl_handle,
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tex_gl_target, tex_gl_handle,
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texture_level));
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texture_level));
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/* attach either a depth/stencil texture, a depth texture or render buffers
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* depending on what we've been asked to provide */
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if (depth_texture &&
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flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
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COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH))
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{
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attach_depth_texture (ctx, depth_texture, flags);
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/* Let's clear the flags that are now fulfilled as we might need to
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* create renderbuffers (for the ALLOCATE_FLAG_DEPTH |
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* ALLOCATE_FLAG_STENCIL case) */
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flags &= ~(COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
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COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH);
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}
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if (flags)
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if (flags)
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{
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{
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gl_fbo->renderbuffers =
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gl_fbo->renderbuffers =
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@ -816,7 +753,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = 0,
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flags = 0,
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gl_fbo)) ||
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gl_fbo)) ||
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@ -827,7 +763,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = ctx->last_offscreen_allocate_flags,
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flags = ctx->last_offscreen_allocate_flags,
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gl_fbo)) ||
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gl_fbo)) ||
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@ -844,7 +779,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
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gl_fbo)) ||
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gl_fbo)) ||
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@ -854,7 +788,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
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COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
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COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
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@ -865,7 +798,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
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gl_fbo) ||
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gl_fbo) ||
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@ -875,7 +807,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
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gl_fbo) ||
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gl_fbo) ||
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@ -885,7 +816,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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offscreen->texture_level,
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offscreen->texture_level,
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level_width,
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level_width,
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level_height,
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level_height,
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offscreen->depth_texture,
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config,
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config,
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flags = 0,
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flags = 0,
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gl_fbo))
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gl_fbo))
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