6436cd073d
This declares the interface types CoglFramebuffer, CoglBuffer, CoglTexture, CoglMetaTexture and CoglPrimitiveTexture as void when including the public cogl.h header so that users don't have to use lots of C type casts between instance types and interface types. This also removes all of the COGL_XYZ() type cast macros since they do nothing more than compile time type casting but it's less readable if you haven't seen that coding pattern before. Unlike with gobject based apis that use per-type macros for casting and performing runtime type checking we instead prefer to do our runtime type checking internally within the front-end public apis when objects are passed into Cogl. This greatly reduces the verbosity for users of the api and may help reduce the chance of excessive runtime type checking that can sometimes be a problem. (cherry picked from commit 248a76f5eac7e5ae4fb45208577f9a55360812a7) Since we can't break the 1.x api this version of the patch actually defines compatible NOP macros within deprecated/cogl-type-casts.h
495 lines
16 KiB
C
495 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 <string.h>
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#include "cogl-pango-display-list.h"
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#include "cogl-pango-pipeline-cache.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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CoglPrimitive *primitive;
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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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CoglContext *ctx = dl->pipeline_cache->ctx;
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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CoglVertexP2 vertices[4] = {
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{ x_11, y_1 },
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{ x_12, y_2 },
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{ x_22, y_2 },
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{ x_21, y_1 }
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};
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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->pipeline = NULL;
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node->d.trapezoid.primitive =
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cogl_primitive_new_p2 (ctx,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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4,
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vertices);
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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 (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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CoglPangoDisplayListNode *node)
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{
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const float *rectangles = (const float *)node->d.texture.rectangles->data;
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cogl_framebuffer_draw_textured_rectangles (fb,
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pipeline,
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rectangles,
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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 (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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CoglPangoDisplayListNode *node)
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{
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CoglContext *ctx = fb->context;
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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_primitive_draw (node->d.texture.primitive,
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fb,
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pipeline);
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}
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static void
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_cogl_framebuffer_draw_display_list_texture (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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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 (fb, pipeline, node);
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else
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emit_vertex_buffer_geometry (fb, pipeline, node);
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}
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void
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_cogl_pango_display_list_render (CoglFramebuffer *fb,
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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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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_framebuffer_draw_display_list_texture (fb, node->pipeline, node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_framebuffer_draw_rectangle (fb,
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node->pipeline,
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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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cogl_framebuffer_draw_primitive (fb, node->pipeline,
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node->d.trapezoid.primitive);
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break;
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}
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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);
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}
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else if (node->type == COGL_PANGO_DISPLAY_LIST_TRAPEZOID)
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cogl_object_unref (node->d.trapezoid.primitive);
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if (node->pipeline)
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cogl_object_unref (node->pipeline);
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g_slice_free (CoglPangoDisplayListNode, node);
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}
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void
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_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
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{
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g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
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g_slist_free (dl->nodes);
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dl->nodes = NULL;
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dl->last_node = NULL;
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}
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void
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_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
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{
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_cogl_pango_display_list_clear (dl);
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g_slice_free (CoglPangoDisplayList, dl);
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}
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