9aea72fab5
Previously Cogl would only ever use one atlas for textures and if it reached the maximum texture size then all other new textures would get their own GL texture. This patch makes it so that we create as many atlases as needed. This should avoid breaking up some batches and it will be particularly good if we switch to always using multi-texturing with a default shader that selects between multiple atlases using a vertex attribute. Whenever a new atlas is created it is stored in a GSList on the context. A weak weference is taken on the atlas using cogl_object_set_user_data so that it can be removed from the list when the atlas is destroyed. The atlas textures themselves take a reference to the atlas and this is the only thing that keeps the atlas alive. This means that once the atlas becomes empty it will automatically be destroyed. All of the COGL_NOTEs pertaining to atlases are now prefixed with the atlas pointer to make it clearer which atlas is changing.
247 lines
8.0 KiB
C
247 lines
8.0 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_CONTEXT_H
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#define __COGL_CONTEXT_H
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#include "cogl-internal.h"
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#if HAVE_COGL_GL
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#include "cogl-context-driver-gl.h"
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#endif
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#if HAVE_COGL_GLES || HAVE_COGL_GLES2
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#include "cogl-context-driver-gles.h"
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#endif
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#include "cogl-context-winsys.h"
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#include "cogl-primitives.h"
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#include "cogl-clip-stack.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-buffer-private.h"
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#include "cogl-bitmask.h"
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#include "cogl-atlas.h"
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typedef struct
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{
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GLfloat v[3];
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GLfloat t[2];
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GLubyte c[4];
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} CoglTextureGLVertex;
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typedef struct
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{
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/* Features cache */
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CoglFeatureFlags feature_flags;
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CoglFeatureFlagsPrivate feature_flags_private;
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CoglHandle default_pipeline;
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CoglHandle default_layer_0;
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CoglHandle default_layer_n;
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CoglHandle dummy_layer_dependant;
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/* Enable cache */
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unsigned long enable_flags;
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gboolean enable_backface_culling;
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CoglFrontWinding flushed_front_winding;
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gboolean indirect;
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/* A few handy matrix constants */
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CoglMatrix identity_matrix;
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CoglMatrix y_flip_matrix;
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/* Client-side matrix stack or NULL if none */
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CoglMatrixMode flushed_matrix_mode;
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/* On GLES2 we need to track the matrices separately because the are
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stored in GLSL uniforms rather than using the fixed function
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API. We keep track of the matrix stack that Cogl is trying to
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flush so we can flush it later after the program is generated. A
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reference is taken on the stacks. */
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#ifdef HAVE_COGL_GLES2
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CoglMatrixStack *flushed_modelview_stack;
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CoglMatrixStack *flushed_projection_stack;
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#endif /* HAVE_COGL_GLES2 */
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GArray *texture_units;
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int active_texture_unit;
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CoglPipelineFogState legacy_fog_state;
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/* Pipelines */
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CoglPipeline *opaque_color_pipeline; /* used for set_source_color */
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CoglPipeline *blended_color_pipeline; /* used for set_source_color */
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CoglPipeline *texture_pipeline; /* used for set_source_texture */
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GString *codegen_header_buffer;
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GString *codegen_source_buffer;
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GList *source_stack;
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int legacy_state_set;
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#ifdef HAVE_COGL_GL
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GHashTable *arbfp_cache;
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#endif
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/* Textures */
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CoglHandle default_gl_texture_2d_tex;
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CoglHandle default_gl_texture_rect_tex;
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/* Batching geometry... */
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/* We journal the texture rectangles we want to submit to OpenGL so
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* we have an oppertunity to optimise the final order so that we
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* can batch things together. */
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GArray *journal;
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GArray *logged_vertices;
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GArray *journal_flush_attributes_array;
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size_t journal_needed_vbo_len;
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GArray *journal_clip_bounds;
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GArray *polygon_vertices;
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/* Some simple caching, to minimize state changes... */
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CoglPipeline *current_pipeline;
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unsigned long current_pipeline_changes_since_flush;
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gboolean current_pipeline_skip_gl_color;
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unsigned long current_pipeline_age;
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GArray *pipeline0_nodes;
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GArray *pipeline1_nodes;
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/* Bitmask of attributes enabled. On GLES2 these are the vertex
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attribute numbers and on regular GL these are only used for the
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texture coordinate arrays */
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CoglBitmask arrays_enabled;
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/* These are temporary bitmasks that are used when disabling
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texcoord arrays. They are here just to avoid allocating new ones
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each time */
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CoglBitmask arrays_to_change;
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CoglBitmask temp_bitmask;
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gboolean gl_blend_enable_cache;
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gboolean depth_test_enabled_cache;
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CoglDepthTestFunction depth_test_function_cache;
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gboolean depth_writing_enabled_cache;
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float depth_range_near_cache;
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float depth_range_far_cache;
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gboolean legacy_depth_test_enabled;
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float point_size_cache;
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CoglBuffer *current_buffer[COGL_BUFFER_BIND_TARGET_COUNT];
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/* Framebuffers */
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GSList *framebuffer_stack;
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CoglHandle window_buffer;
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gboolean dirty_bound_framebuffer;
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gboolean dirty_gl_viewport;
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/* Primitives */
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CoglPath *current_path;
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CoglPipeline *stencil_pipeline;
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/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
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out of a vertex array of quads */
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CoglHandle quad_buffer_indices_byte;
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unsigned int quad_buffer_indices_len;
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CoglHandle quad_buffer_indices;
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CoglIndices *rectangle_byte_indices;
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CoglIndices *rectangle_short_indices;
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int rectangle_short_indices_len;
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gboolean in_begin_gl_block;
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CoglPipeline *texture_download_pipeline;
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GSList *atlases;
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/* This debugging variable is used to pick a colour for visually
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displaying the quad batches. It needs to be global so that it can
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be reset by cogl_clear. It needs to be reset to increase the
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chances of getting the same colour during an animation */
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guint8 journal_rectangles_color;
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/* Cached values for GL_MAX_TEXTURE_[IMAGE_]UNITS to avoid calling
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glGetInteger too often */
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GLint max_texture_units;
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GLint max_texture_image_units;
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GLint max_activateable_texture_units;
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/* Fragment processing programs */
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CoglHandle current_program;
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CoglPipelineProgramType current_fragment_program_type;
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CoglPipelineProgramType current_vertex_program_type;
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GLuint current_gl_program;
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/* List of types that will be considered a subclass of CoglTexture in
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cogl_is_texture */
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GSList *texture_types;
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/* List of types that will be considered a subclass of CoglBuffer in
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cogl_is_buffer */
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GSList *buffer_types;
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/* Clipping */
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/* TRUE if we have a valid clipping stack flushed. In that case
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current_clip_stack will describe what the current state is. If
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this is FALSE then the current clip stack is completely unknown
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so it will need to be reflushed. In that case current_clip_stack
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doesn't need to be a valid pointer. We can't just use NULL in
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current_clip_stack to mark a dirty state because NULL is a valid
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stack (meaning no clipping) */
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gboolean current_clip_stack_valid;
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/* The clip state that was flushed. This isn't intended to be used
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as a stack to push and pop new entries. Instead the current stack
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that the user wants is part of the framebuffer state. This is
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just used to record the flush state so we can avoid flushing the
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same state multiple times. When the clip state is flushed this
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will hold a reference */
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CoglClipStack *current_clip_stack;
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/* Whether the stencil buffer was used as part of the current clip
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state. If TRUE then any further use of the stencil buffer (such
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as for drawing paths) would need to be merged with the existing
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stencil buffer */
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gboolean current_clip_stack_uses_stencil;
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CoglContextDriver drv;
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CoglContextWinsys winsys;
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} CoglContext;
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CoglContext *
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_cogl_context_get_default ();
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/* Obtains the context and returns retval if NULL */
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#define _COGL_GET_CONTEXT(ctxvar, retval) \
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CoglContext *ctxvar = _cogl_context_get_default (); \
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if (ctxvar == NULL) return retval;
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#define NO_RETVAL
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#endif /* __COGL_CONTEXT_H */
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