cogl-material: Compare GL texture numbers for material layer textures
When deciding if a material layer is equal it now compares the GL target and texture number if the textures are not sliced. This is needed to get batching across atlased textures.
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@ -1712,13 +1712,36 @@ _cogl_material_flush_gl_state (CoglHandle handle,
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0, sizeof (CoglMaterialFlushOptions));
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}
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static gboolean
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_cogl_material_texture_equal (CoglHandle texture0, CoglHandle texture1)
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{
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GLenum gl_handle0, gl_handle1, gl_target0, gl_target1;
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/* If the texture handles are the same then the textures are
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definitely equal */
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if (texture0 == texture1)
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return TRUE;
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/* If neither texture is sliced then they could still be the same if
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the are referring to the same GL texture */
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if (cogl_texture_is_sliced (texture0) ||
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cogl_texture_is_sliced (texture1))
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return FALSE;
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cogl_texture_get_gl_texture (texture0, &gl_handle0, &gl_target0);
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cogl_texture_get_gl_texture (texture1, &gl_handle1, &gl_target1);
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return gl_handle0 == gl_handle1 && gl_target0 == gl_target1;
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}
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static gboolean
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_cogl_material_layer_equal (CoglMaterialLayer *material0_layer,
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CoglHandle material0_layer_texture,
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CoglMaterialLayer *material1_layer,
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CoglHandle material1_layer_texture)
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{
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if (material0_layer_texture != material1_layer_texture)
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if (!_cogl_material_texture_equal (material0_layer_texture,
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material1_layer_texture))
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return FALSE;
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if ((material0_layer->flags & COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE) !=
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