f53fb5e2e0
This allows apps to catch out-of-memory errors when allocating textures. Textures can be pretty huge at times and so it's quite possible for an application to try and allocate more memory than is available. It's also very possible that the application can take some action in response to reduce memory pressure (such as freeing up texture caches perhaps) so we shouldn't just automatically abort like we do for trivial heap allocations. These public functions now take a CoglError argument so applications can catch out of memory errors: cogl_buffer_map cogl_buffer_map_range cogl_buffer_set_data cogl_framebuffer_read_pixels_into_bitmap cogl_pixel_buffer_new cogl_texture_new_from_data cogl_texture_new_from_bitmap Note: we've been quite conservative with how many apis we let throw OOM CoglErrors since we don't really want to put a burdon on developers to be checking for errors with every cogl api call. So long as there is some lower level api for apps to use that let them catch OOM errors for everything necessary that's enough and we don't have to make more convenient apis more awkward to use. The main focus is on bitmaps and texture allocations since they can be particularly large and prone to failing. A new cogl_attribute_buffer_new_with_size() function has been added in case developers need to catch OOM errors when allocating attribute buffers whereby they can first use _buffer_new_with_size() (which doesn't take a CoglError) followed by cogl_buffer_set_data() which will lazily allocate the buffer storage and report OOM errors. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f7735e141ad537a253b02afa2a8238f96340b978) Note: since we can't break the API for Cogl 1.x then actually the main purpose of cherry picking this patch is to keep in-line with changes on the master branch so that we can easily cherry-pick patches. All the api changes relating stable apis released on the 1.12 branch have been reverted as part of cherry-picking this patch so this most just applies all the internal plumbing changes that enable us to correctly propagate OOM errors.
501 lines
16 KiB
C
501 lines
16 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "cogl-pango-display-list.h"
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#include "cogl/cogl-context-private.h"
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typedef enum
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{
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COGL_PANGO_DISPLAY_LIST_TEXTURE,
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COGL_PANGO_DISPLAY_LIST_RECTANGLE,
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COGL_PANGO_DISPLAY_LIST_TRAPEZOID
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
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struct _CoglPangoDisplayList
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{
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CoglBool color_override;
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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CoglPangoPipelineCache *pipeline_cache;
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};
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/* This matches the format expected by cogl_rectangles_with_texture_coords */
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struct _CoglPangoDisplayListRectangle
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{
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float x_1, y_1, x_2, y_2;
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float s_1, t_1, s_2, t_2;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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CoglBool color_override;
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CoglColor color;
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CoglPipeline *pipeline;
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union
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{
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struct
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{
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/* The texture to render these coords from */
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CoglTexture *texture;
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/* Array of rectangles in the format expected by
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cogl_rectangles_with_texture_coords */
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GArray *rectangles;
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/* A primitive representing those vertices */
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CoglPrimitive *primitive;
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} texture;
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struct
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{
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float x_1, y_1;
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float x_2, y_2;
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} rectangle;
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struct
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{
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float y_1;
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float x_11;
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float x_21;
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float y_2;
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float x_12;
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float x_22;
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} trapezoid;
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} d;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
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{
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CoglPangoDisplayList *dl = g_slice_new0 (CoglPangoDisplayList);
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dl->pipeline_cache = pipeline_cache;
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return dl;
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}
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static void
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_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node)
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{
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if (dl->last_node)
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dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
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else
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dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
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}
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void
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_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color_override = TRUE;
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
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{
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dl->color_override = FALSE;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglTexture *texture,
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float x_1, float y_1,
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float x_2, float y_2,
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float tx_1, float ty_1,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListRectangle *rectangle;
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/* Add to the last node if it is a texture node with the same
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target texture */
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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& (dl->color_override
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? (node->color_override && cogl_color_equal (&dl->color, &node->color))
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.primitive != NULL)
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{
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cogl_object_unref (node->d.texture.primitive);
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node->d.texture.primitive = NULL;
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}
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}
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else
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{
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/* Otherwise create a new node */
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->pipeline = NULL;
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node->d.texture.texture = cogl_object_ref (texture);
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node->d.texture.rectangles
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
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node->d.texture.primitive = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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g_array_set_size (node->d.texture.rectangles,
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node->d.texture.rectangles->len + 1);
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rectangle = &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle,
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node->d.texture.rectangles->len - 1);
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rectangle->x_1 = x_1;
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rectangle->y_1 = y_1;
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rectangle->x_2 = x_2;
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rectangle->y_2 = y_2;
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rectangle->s_1 = tx_1;
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rectangle->t_1 = ty_1;
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rectangle->s_2 = tx_2;
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rectangle->t_2 = ty_2;
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}
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void
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_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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float x_1, float y_1,
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float x_2, float y_2)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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node->d.rectangle.x_2 = x_2;
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node->d.rectangle.y_2 = y_2;
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node->pipeline = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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void
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_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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float y_1,
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float x_11,
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float x_21,
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float y_2,
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float x_12,
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float x_22)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.trapezoid.y_1 = y_1;
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node->d.trapezoid.x_11 = x_11;
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node->d.trapezoid.x_21 = x_21;
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node->d.trapezoid.y_2 = y_2;
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node->d.trapezoid.x_12 = x_12;
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node->d.trapezoid.x_22 = x_22;
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node->pipeline = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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static void
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emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
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{
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cogl_rectangles_with_texture_coords ((float *)
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node->d.texture.rectangles->data,
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node->d.texture.rectangles->len);
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}
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static void
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emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* It's expensive to go through the Cogl journal for large runs
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* of text in part because the journal transforms the quads in software
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* to avoid changing the modelview matrix. So for larger runs of text
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* we load the vertices into a VBO, and this has the added advantage
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* that if the text doesn't change from frame to frame the VBO can
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* be re-used avoiding the repeated cost of validating the data and
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* mapping it into the GPU... */
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if (node->d.texture.primitive == NULL)
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{
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CoglAttributeBuffer *buffer;
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CoglVertexP2T2 *verts, *v;
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int n_verts;
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CoglBool allocated = FALSE;
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CoglAttribute *attributes[2];
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CoglPrimitive *prim;
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int i;
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n_verts = node->d.texture.rectangles->len * 4;
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buffer
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= cogl_attribute_buffer_new_with_size (ctx,
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n_verts *
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sizeof (CoglVertexP2T2));
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if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
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{
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verts = g_new (CoglVertexP2T2, n_verts);
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allocated = TRUE;
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}
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v = verts;
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/* Copy the rectangles into the buffer and expand into four
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vertices instead of just two */
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for (i = 0; i < node->d.texture.rectangles->len; i++)
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{
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const CoglPangoDisplayListRectangle *rectangle
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= &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle, i);
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v->x = rectangle->x_1;
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v->y = rectangle->y_1;
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v->s = rectangle->s_1;
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v->t = rectangle->t_1;
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v++;
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v->x = rectangle->x_1;
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v->y = rectangle->y_2;
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v->s = rectangle->s_1;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_2;
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v->s = rectangle->s_2;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_1;
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v->s = rectangle->s_2;
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v->t = rectangle->t_1;
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v++;
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}
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if (allocated)
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{
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cogl_buffer_set_data (COGL_BUFFER (buffer),
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0, /* offset */
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verts,
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sizeof (CoglVertexP2T2) * n_verts);
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g_free (verts);
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}
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else
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cogl_buffer_unmap (COGL_BUFFER (buffer));
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attributes[0] = cogl_attribute_new (buffer,
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"cogl_position_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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n_verts,
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attributes,
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2 /* n_attributes */);
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#ifdef CLUTTER_COGL_HAS_GL
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if ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_QUADS))
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cogl_primitive_set_mode (prim, GL_QUADS);
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else
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#endif
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO
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with indexed vertices to generate GL_TRIANGLES from the
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quads */
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CoglIndices *indices =
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cogl_get_rectangle_indices (ctx, node->d.texture.rectangles->len);
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cogl_primitive_set_indices (prim, indices,
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node->d.texture.rectangles->len * 6);
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}
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node->d.texture.primitive = prim;
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cogl_object_unref (buffer);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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}
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cogl_framebuffer_draw_primitive (cogl_get_draw_framebuffer (),
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cogl_get_source (),
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node->d.texture.primitive);
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}
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static void
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_cogl_pango_display_list_render_texture (CoglPangoDisplayListNode *node)
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{
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/* For small runs of text like icon labels, we can get better performance
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* going through the Cogl journal since text may then be batched together
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* with other geometry. */
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/* FIXME: 25 is a number I plucked out of thin air; it would be good
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* to determine this empirically! */
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if (node->d.texture.rectangles->len < 25)
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emit_rectangles_through_journal (node);
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else
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emit_vertex_buffer_geometry (node);
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}
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void
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_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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GSList *l;
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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CoglColor draw_color;
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if (node->pipeline == NULL)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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node->d.texture.texture);
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else
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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NULL);
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}
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_init_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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cogl_color_premultiply (&draw_color);
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cogl_pipeline_set_color (node->pipeline, &draw_color);
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cogl_push_source (node->pipeline);
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_pango_display_list_render_texture (node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_rectangle (node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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node->d.rectangle.x_2,
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node->d.rectangle.y_2);
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break;
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case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
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{
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CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
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float points[8];
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CoglPath *path;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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points[0] = node->d.trapezoid.x_11;
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points[1] = node->d.trapezoid.y_1;
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points[2] = node->d.trapezoid.x_12;
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points[3] = node->d.trapezoid.y_2;
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points[4] = node->d.trapezoid.x_22;
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points[5] = node->d.trapezoid.y_2;
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points[6] = node->d.trapezoid.x_21;
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points[7] = node->d.trapezoid.y_1;
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path = cogl_path_new ();
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cogl_path_polygon (path, points, 4);
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cogl_framebuffer_fill_path (framebuffer, node->pipeline, path);
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cogl_object_unref (path);
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}
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break;
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}
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cogl_pop_source ();
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}
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}
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static void
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_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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{
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g_array_free (node->d.texture.rectangles, TRUE);
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if (node->d.texture.texture != NULL)
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cogl_object_unref (node->d.texture.texture);
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if (node->d.texture.primitive != NULL)
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cogl_object_unref (node->d.texture.primitive);
|
|
}
|
|
|
|
if (node->pipeline)
|
|
cogl_object_unref (node->pipeline);
|
|
|
|
g_slice_free (CoglPangoDisplayListNode, node);
|
|
}
|
|
|
|
void
|
|
_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
|
|
{
|
|
g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
|
|
g_slist_free (dl->nodes);
|
|
dl->nodes = NULL;
|
|
dl->last_node = NULL;
|
|
}
|
|
|
|
void
|
|
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
|
|
{
|
|
_cogl_pango_display_list_clear (dl);
|
|
g_slice_free (CoglPangoDisplayList, dl);
|
|
}
|