[texture] split out fbo update code from cluter_texture_paint
To help keep clutter_texture_paint maintainable this splits out a big chunk of standalone code that's responsible for updating the fbo when clutter_texture_new_from_actor has been used.
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@ -512,29 +512,15 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
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}
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static void
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clutter_texture_paint (ClutterActor *self)
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update_fbo (ClutterActor *self)
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{
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ClutterTexture *texture = CLUTTER_TEXTURE (self);
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ClutterTexturePrivate *priv = texture->priv;
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ClutterActorBox box = { 0, };
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CoglColor transparent_col;
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gfloat t_w, t_h;
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guint8 paint_opacity = clutter_actor_get_paint_opacity (self);
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if (paint_opacity == 0)
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{
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/* Bail early if painting the actor would be a no-op, custom actors that
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* might cause a lot of work/state changes should all do this.
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*/
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return;
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}
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if (priv->fbo_handle != COGL_INVALID_HANDLE)
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{
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ClutterMainContext *context;
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ClutterShader *shader = NULL;
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ClutterActor *stage = NULL;
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ClutterPerspective perspective;
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CoglColor transparent_col;
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context = _clutter_context_get_default ();
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@ -587,7 +573,7 @@ clutter_texture_paint (ClutterActor *self)
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COGL_BUFFER_BIT_DEPTH);
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cogl_disable_fog ();
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/* Render out actor scene to fbo */
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/* Render the actor to the fbo */
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clutter_actor_paint (priv->fbo_source);
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/* Restore drawing to the previous draw buffer */
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@ -605,6 +591,26 @@ clutter_texture_paint (ClutterActor *self)
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clutter_shader_set_is_enabled (shader, TRUE);
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}
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static void
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clutter_texture_paint (ClutterActor *self)
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{
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ClutterTexture *texture = CLUTTER_TEXTURE (self);
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ClutterTexturePrivate *priv = texture->priv;
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ClutterActorBox box = { 0, };
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gfloat t_w, t_h;
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guint8 paint_opacity = clutter_actor_get_paint_opacity (self);
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if (paint_opacity == 0)
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{
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/* Bail early if painting the actor would be a no-op, custom actors that
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* might cause a lot of work/state changes should all do this.
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*/
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return;
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}
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if (priv->fbo_handle != COGL_INVALID_HANDLE)
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update_fbo (self);
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CLUTTER_NOTE (PAINT,
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"painting texture '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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