9d41a27f61
Instead of using GL_TRIANGLES and uploading the indices every time, it now uses GL_QUADS instead on OpenGL. Under GLES it still uses indices but it uses the new cogl_vertex_buffer_indices_get_for_quads function to avoid uploading the vertices every time. This requires the _cogl_vertex_buffer_indices_pointer_from_handle function to be exposed privately to the rest of Cogl. The static_indices array has been removed from the Cogl context.
257 lines
8.2 KiB
C
257 lines
8.2 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-context.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include <string.h>
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static CoglContext *_context = NULL;
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static gboolean gl_is_indirect = FALSE;
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static gboolean
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cogl_create_context ()
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{
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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gulong enable_flags = 0;
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CoglDrawBufferState *draw_buffer;
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if (_context != NULL)
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return FALSE;
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/* Allocate context memory */
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_context = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->features_cached = FALSE;
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_context->enable_flags = 0;
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_context->color_alpha = 0;
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_context->enable_backface_culling = FALSE;
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_context->indirect = gl_is_indirect;
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_context->default_material = cogl_material_new ();
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_context->source_material = NULL;
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_context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
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_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
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_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
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_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
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_context->polygon_vertices = g_array_new (FALSE, FALSE,
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sizeof (CoglTextureGLVertex));
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_context->current_material = NULL;
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_context->current_material_flags = 0;
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_context->current_layers = g_array_new (FALSE, FALSE,
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sizeof (CoglLayerInfo));
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_context->n_texcoord_arrays_enabled = 0;
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draw_buffer = g_slice_new0 (CoglDrawBufferState);
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draw_buffer->target = COGL_WINDOW_BUFFER;
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draw_buffer->offscreen = COGL_INVALID_HANDLE;
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_context->draw_buffer_stack =
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g_slist_prepend (NULL, draw_buffer);
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_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
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_context->last_path = 0;
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_context->stencil_material = cogl_material_new ();
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_context->pf_glGenRenderbuffersEXT = NULL;
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_context->pf_glBindRenderbufferEXT = NULL;
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_context->pf_glRenderbufferStorageEXT = NULL;
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_context->pf_glGenFramebuffersEXT = NULL;
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_context->pf_glBindFramebufferEXT = NULL;
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_context->pf_glFramebufferTexture2DEXT = NULL;
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_context->pf_glFramebufferRenderbufferEXT = NULL;
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_context->pf_glCheckFramebufferStatusEXT = NULL;
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_context->pf_glDeleteFramebuffersEXT = NULL;
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_context->pf_glBlitFramebufferEXT = NULL;
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_context->pf_glRenderbufferStorageMultisampleEXT = NULL;
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_context->pf_glCreateProgramObjectARB = NULL;
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_context->pf_glCreateShaderObjectARB = NULL;
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_context->pf_glShaderSourceARB = NULL;
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_context->pf_glCompileShaderARB = NULL;
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_context->pf_glAttachObjectARB = NULL;
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_context->pf_glLinkProgramARB = NULL;
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_context->pf_glUseProgramObjectARB = NULL;
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_context->pf_glGetUniformLocationARB = NULL;
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_context->pf_glDeleteObjectARB = NULL;
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_context->pf_glGetInfoLogARB = NULL;
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_context->pf_glGetObjectParameterivARB = NULL;
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_context->pf_glUniform1fARB = NULL;
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_context->pf_glUniform2fARB = NULL;
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_context->pf_glUniform3fARB = NULL;
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_context->pf_glUniform4fARB = NULL;
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_context->pf_glUniform1fvARB = NULL;
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_context->pf_glUniform2fvARB = NULL;
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_context->pf_glUniform3fvARB = NULL;
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_context->pf_glUniform4fvARB = NULL;
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_context->pf_glUniform1iARB = NULL;
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_context->pf_glUniform2iARB = NULL;
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_context->pf_glUniform3iARB = NULL;
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_context->pf_glUniform4iARB = NULL;
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_context->pf_glUniform1ivARB = NULL;
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_context->pf_glUniform2ivARB = NULL;
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_context->pf_glUniform3ivARB = NULL;
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_context->pf_glUniform4ivARB = NULL;
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_context->pf_glUniformMatrix2fvARB = NULL;
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_context->pf_glUniformMatrix3fvARB = NULL;
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_context->pf_glUniformMatrix4fvARB = NULL;
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_context->pf_glDrawRangeElements = NULL;
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_context->pf_glActiveTexture = NULL;
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_context->pf_glClientActiveTexture = NULL;
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_context->pf_glBlendFuncSeparate = NULL;
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_context->pf_glBlendEquationSeparate = NULL;
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/* Initialise the clip stack */
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_cogl_clip_stack_state_init ();
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/* Initialise matrix stack */
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_cogl_current_matrix_state_init ();
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/* Create default textures used for fall backs */
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_context->default_gl_texture_2d_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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0, /* auto calc row stride */
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default_texture_data);
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_context->default_gl_texture_rect_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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0, /* auto calc row stride */
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default_texture_data);
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cogl_set_source (_context->default_material);
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_cogl_material_flush_gl_state (_context->source_material, NULL);
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enable_flags =
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_cogl_material_get_cogl_enable_flags (_context->source_material);
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cogl_enable (enable_flags);
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_context->quad_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_indices_short = COGL_INVALID_HANDLE;
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_context->quad_indices_short_len = 0;
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return TRUE;
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}
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void
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_cogl_destroy_context ()
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{
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if (_context == NULL)
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return;
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_cogl_clip_stack_state_destroy ();
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_cogl_current_matrix_state_destroy ();
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if (_context->path_nodes)
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g_array_free (_context->path_nodes, TRUE);
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if (_context->default_gl_texture_2d_tex)
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cogl_handle_unref (_context->default_gl_texture_2d_tex);
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if (_context->default_gl_texture_rect_tex)
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cogl_handle_unref (_context->default_gl_texture_rect_tex);
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if (_context->default_material)
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cogl_handle_unref (_context->default_material);
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if (_context->journal)
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g_array_free (_context->journal, TRUE);
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if (_context->logged_vertices)
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g_array_free (_context->logged_vertices, TRUE);
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if (_context->polygon_vertices)
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g_array_free (_context->polygon_vertices, TRUE);
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if (_context->current_layers)
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g_array_free (_context->current_layers, TRUE);
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if (_context->quad_indices_byte)
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cogl_handle_unref (_context->quad_indices_byte);
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if (_context->quad_indices_short)
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cogl_handle_unref (_context->quad_indices_short);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default ()
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{
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/* Create if doesn't exist yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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/**
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* _cogl_set_indirect_context:
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* @indirect: TRUE if GL context is indirect
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*
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* Advises COGL that the GL context is indirect (commands are sent
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* over a socket). COGL uses this information to try to avoid
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* round-trips in its use of GL, for example.
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*
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* This function cannot be called "on the fly," only before COGL
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* initializes.
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*/
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void
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_cogl_set_indirect_context (gboolean indirect)
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{
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/* we get called multiple times if someone creates
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* more than the default stage
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*/
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if (_context != NULL)
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{
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if (indirect != _context->indirect)
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g_warning ("Right now all stages will be treated as "
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"either direct or indirect, ignoring attempt "
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"to change to indirect=%d", indirect);
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return;
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}
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gl_is_indirect = indirect;
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}
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