stage: Clean up
Remove some ifdeffed out dead code, and some duplication.
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@ -691,44 +691,25 @@ clutter_stage_paint (ClutterActor *self)
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* priv->color.alpha
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/ 255;
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clear_flags = COGL_BUFFER_BIT_DEPTH;
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if (!STAGE_NO_CLEAR_ON_PAINT (self))
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clear_flags |= COGL_BUFFER_BIT_COLOR;
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cogl_disable_fog ();
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CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
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/* we use the real alpha to clear the stage if :use-alpha is
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* set; the effect depends entirely on how the Clutter backend
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* set; the effect depends entirely on the Clutter backend
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*/
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cogl_color_init_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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: 255);
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priv->use_alpha ? real_alpha : 255);
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cogl_color_premultiply (&stage_color);
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clear_flags = COGL_BUFFER_BIT_DEPTH;
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if (!STAGE_NO_CLEAR_ON_PAINT (self))
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clear_flags |= COGL_BUFFER_BIT_COLOR;
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CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
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cogl_clear (&stage_color, clear_flags);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer);
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#if 0
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if (G_UNLIKELY (priv->use_fog))
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{
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/* we only expose the linear progression of the fog in
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* the ClutterStage API, and that ignores the fog density.
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* thus, we pass 1.0 as the density parameter
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*/
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cogl_set_fog (&stage_color,
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COGL_FOG_MODE_LINEAR,
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1.0,
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priv->fog.z_near,
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priv->fog.z_far);
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}
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else
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cogl_disable_fog ();
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#endif
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clutter_actor_iter_init (&iter, self);
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while (clutter_actor_iter_next (&iter, &child))
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clutter_actor_paint (child);
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@ -1400,7 +1381,6 @@ _clutter_stage_do_pick (ClutterStage *stage,
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ClutterMainContext *context;
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guchar pixel[4] = { 0xff, 0xff, 0xff, 0xff };
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CoglColor stage_pick_id;
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guint32 id_;
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gboolean dither_enabled_save;
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CoglFramebuffer *fb;
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ClutterActor *actor;
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@ -1463,19 +1443,7 @@ _clutter_stage_do_pick (ClutterStage *stage,
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CLUTTER_NOTE (PICK, "Reusing pick buffer from previous render to fetch "
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"actor at %i,%i", x, y);
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/* FIXME: This is a lazy copy and paste of the logic at the end of this
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* function used when we actually do a pick render. It should be
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* consolidated somehow.
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*/
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if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
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{
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actor = CLUTTER_ACTOR (stage);
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goto result;
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}
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id_ = _clutter_pixel_to_id (pixel);
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actor = _clutter_get_actor_by_id (stage, id_);
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goto result;
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goto check_pixel;
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}
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priv->picks_per_frame++;
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@ -1565,16 +1533,17 @@ _clutter_stage_do_pick (ClutterStage *stage,
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/* Restore whether GL_DITHER was enabled */
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cogl_framebuffer_set_dither_enabled (fb, dither_enabled_save);
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check_pixel:
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if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
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{
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actor = CLUTTER_ACTOR (stage);
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goto result;
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}
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else
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{
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guint32 id_ = _clutter_pixel_to_id (pixel);
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id_ = _clutter_pixel_to_id (pixel);
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actor = _clutter_get_actor_by_id (stage, id_);
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result:
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}
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CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_timer);
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@ -3159,25 +3128,6 @@ void
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clutter_stage_set_use_fog (ClutterStage *stage,
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gboolean fog)
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{
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#if 0
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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if (priv->use_fog != fog)
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{
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priv->use_fog = fog;
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CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
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priv->use_fog ? "enabling" : "disabling");
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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g_object_notify (G_OBJECT (stage), "use-fog");
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}
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#endif
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}
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/**
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@ -3242,19 +3192,6 @@ void
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clutter_stage_set_fog (ClutterStage *stage,
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ClutterFog *fog)
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{
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#if 0
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (fog != NULL);
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priv = stage->priv;
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priv->fog = *fog;
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if (priv->use_fog)
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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#endif
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}
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/**
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