8012eee31f
This adds an internal function to get the type of the underlying hardware texture for any CoglTexture. It can return one of three values to represent 2D textures, 3D textures or rectangle textures. The idea is that this can be used as a replacement for cogl_texture_get_gl_texture when only the target is required to make it a bit less GL-centric. The implementation adds a new virtual function which all of the texture backends now implement. The enum is in a public header because a later patch will want to use it from the CoglPipeline API. We may want to consider making the function public too later. Reviewed-by: Robert Bragg <robert@linux.intel.com>
450 lines
14 KiB
C
450 lines
14 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) 2009,2010,2011 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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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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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-texture-private.h"
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#include "cogl-sub-texture-private.h"
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#include "cogl-context-private.h"
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#include "cogl-object.h"
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#include "cogl-texture-driver.h"
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#include "cogl-texture-rectangle-private.h"
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#include <string.h>
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#include <math.h>
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static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);
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COGL_TEXTURE_DEFINE (SubTexture, sub_texture);
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static const CoglTextureVtable cogl_sub_texture_vtable;
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static void
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_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
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float *coords)
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{
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/* NB: coords[] come in as non-normalized if sub_tex->full_texture
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* is a CoglTextureRectangle otherwhise they are normalized. The
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* coordinates we write out though must always be normalized.
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*
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* NB: sub_tex->sub_x/y/width/height are in non-normalized
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* coordinates.
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*/
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if (cogl_is_texture_rectangle (sub_tex->full_texture))
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{
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coords[0] = (coords[0] - sub_tex->sub_x) / sub_tex->sub_width;
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coords[1] = (coords[1] - sub_tex->sub_y) / sub_tex->sub_height;
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coords[2] = (coords[2] - sub_tex->sub_x) / sub_tex->sub_width;
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coords[3] = (coords[3] - sub_tex->sub_y) / sub_tex->sub_height;
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}
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else
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{
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float width = cogl_texture_get_width (sub_tex->full_texture);
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float height = cogl_texture_get_height (sub_tex->full_texture);
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coords[0] = (coords[0] * width - sub_tex->sub_x) / sub_tex->sub_width;
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coords[1] = (coords[1] * height - sub_tex->sub_y) / sub_tex->sub_height;
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coords[2] = (coords[2] * width - sub_tex->sub_x) / sub_tex->sub_width;
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coords[3] = (coords[3] * height - sub_tex->sub_y) / sub_tex->sub_height;
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}
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}
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static void
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_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
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float *coords)
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{
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/* NB: coords[] always come in as normalized coordinates but may go
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* out as non-normalized if sub_tex->full_texture is a
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* CoglTextureRectangle.
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*
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* NB: sub_tex->sub_x/y/width/height are in non-normalized
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* coordinates.
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*/
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if (cogl_is_texture_rectangle (sub_tex->full_texture))
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{
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coords[0] = coords[0] * sub_tex->sub_width + sub_tex->sub_x;
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coords[1] = coords[1] * sub_tex->sub_height + sub_tex->sub_y;
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coords[2] = coords[2] * sub_tex->sub_width + sub_tex->sub_x;
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coords[3] = coords[3] * sub_tex->sub_height + sub_tex->sub_y;
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}
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else
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{
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float width = cogl_texture_get_width (sub_tex->full_texture);
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float height = cogl_texture_get_height (sub_tex->full_texture);
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coords[0] = (coords[0] * sub_tex->sub_width + sub_tex->sub_x) / width;
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coords[1] = (coords[1] * sub_tex->sub_height + sub_tex->sub_y) / height;
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coords[2] = (coords[2] * sub_tex->sub_width + sub_tex->sub_x) / width;
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coords[3] = (coords[3] * sub_tex->sub_height + sub_tex->sub_y) / height;
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}
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}
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typedef struct _CoglSubTextureForeachData
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{
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CoglSubTexture *sub_tex;
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CoglMetaTextureCallback callback;
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void *user_data;
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} CoglSubTextureForeachData;
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static void
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unmap_coords_cb (CoglTexture *slice_texture,
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const float *slice_texture_coords,
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const float *meta_coords,
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void *user_data)
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{
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CoglSubTextureForeachData *data = user_data;
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float unmapped_coords[4];
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memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));
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_cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);
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data->callback (slice_texture,
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slice_texture_coords,
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unmapped_coords,
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data->user_data);
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}
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static void
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_cogl_sub_texture_foreach_sub_texture_in_region (
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CoglTexture *tex,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglMetaTextureCallback callback,
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void *user_data)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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CoglTexture *full_texture = sub_tex->full_texture;
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float mapped_coords[4] =
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{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
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float virtual_coords[4] =
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{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
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/* map the virtual coordinates to ->full_texture coordinates */
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_cogl_sub_texture_map_quad (sub_tex, mapped_coords);
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/* TODO: Add something like cogl_is_low_level_texture() */
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if (cogl_is_texture_2d (full_texture) ||
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cogl_is_texture_rectangle (full_texture))
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{
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callback (sub_tex->full_texture,
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mapped_coords,
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virtual_coords,
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user_data);
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}
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else
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{
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CoglSubTextureForeachData data;
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data.sub_tex = sub_tex;
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data.callback = callback;
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data.user_data = user_data;
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cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (full_texture),
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mapped_coords[0],
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mapped_coords[1],
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mapped_coords[2],
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mapped_coords[3],
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COGL_PIPELINE_WRAP_MODE_REPEAT,
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COGL_PIPELINE_WRAP_MODE_REPEAT,
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unmap_coords_cb,
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&data);
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}
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}
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static void
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_cogl_sub_texture_set_wrap_mode_parameters (CoglTexture *tex,
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GLenum wrap_mode_s,
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GLenum wrap_mode_t,
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GLenum wrap_mode_p)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_set_wrap_mode_parameters (sub_tex->full_texture,
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wrap_mode_s,
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wrap_mode_t,
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wrap_mode_p);
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}
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static void
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_cogl_sub_texture_free (CoglSubTexture *sub_tex)
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{
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cogl_object_unref (sub_tex->next_texture);
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cogl_object_unref (sub_tex->full_texture);
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/* Chain up */
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_cogl_texture_free (COGL_TEXTURE (sub_tex));
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}
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CoglSubTexture *
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cogl_sub_texture_new (CoglContext *ctx,
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CoglTexture *next_texture,
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int sub_x, int sub_y,
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int sub_width, int sub_height)
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{
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CoglTexture *full_texture;
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CoglSubTexture *sub_tex;
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CoglTexture *tex;
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unsigned int next_width, next_height;
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next_width = cogl_texture_get_width (next_texture);
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next_height = cogl_texture_get_height (next_texture);
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/* The region must specify a non-zero subset of the full texture */
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_COGL_RETURN_VAL_IF_FAIL (sub_x >= 0 && sub_y >= 0, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_width > 0 && sub_height > 0, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_x + sub_width <= next_width, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_y + sub_height <= next_height, NULL);
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sub_tex = g_new (CoglSubTexture, 1);
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tex = COGL_TEXTURE (sub_tex);
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_cogl_texture_init (tex, &cogl_sub_texture_vtable);
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/* If the next texture is also a sub texture we can avoid one level
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of indirection by referencing the full texture of that texture
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instead. */
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if (cogl_is_sub_texture (next_texture))
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{
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CoglSubTexture *other_sub_tex =
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_cogl_sub_texture_pointer_from_handle (next_texture);
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full_texture = other_sub_tex->full_texture;
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sub_x += other_sub_tex->sub_x;
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sub_y += other_sub_tex->sub_y;
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}
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else
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full_texture = next_texture;
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sub_tex->next_texture = cogl_object_ref (next_texture);
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sub_tex->full_texture = cogl_object_ref (full_texture);
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sub_tex->sub_x = sub_x;
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sub_tex->sub_y = sub_y;
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sub_tex->sub_width = sub_width;
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sub_tex->sub_height = sub_height;
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return _cogl_sub_texture_handle_new (sub_tex);
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}
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CoglTexture *
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cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
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{
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return sub_texture->next_texture;
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}
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static int
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_cogl_sub_texture_get_max_waste (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_get_max_waste (sub_tex->full_texture);
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}
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static gboolean
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_cogl_sub_texture_is_sliced (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_is_sliced (sub_tex->full_texture);
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}
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static gboolean
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_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* We can hardware repeat if the subtexture actually represents all of the
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of the full texture */
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return (sub_tex->sub_width ==
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cogl_texture_get_width (sub_tex->full_texture) &&
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sub_tex->sub_height ==
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cogl_texture_get_height (sub_tex->full_texture) &&
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_cogl_texture_can_hardware_repeat (sub_tex->full_texture));
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}
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static void
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_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
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float *s,
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float *t)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* This won't work if the sub texture is not the size of the full
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texture and the coordinates are outside the range [0,1] */
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*s = ((*s * sub_tex->sub_width + sub_tex->sub_x) /
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cogl_texture_get_width (sub_tex->full_texture));
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*t = ((*t * sub_tex->sub_height + sub_tex->sub_y) /
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cogl_texture_get_height (sub_tex->full_texture));
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_cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
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}
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static CoglTransformResult
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_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
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float *coords)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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int i;
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/* We can't support repeating with this method. In this case
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cogl-primitives will resort to manual repeating */
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for (i = 0; i < 4; i++)
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if (coords[i] < 0.0f || coords[i] > 1.0f)
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return COGL_TRANSFORM_SOFTWARE_REPEAT;
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_cogl_sub_texture_map_quad (sub_tex, coords);
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return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
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coords);
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}
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static gboolean
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_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
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GLuint *out_gl_handle,
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GLenum *out_gl_target)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_get_gl_texture (sub_tex->full_texture,
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out_gl_handle,
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out_gl_target);
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}
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static void
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_cogl_sub_texture_set_filters (CoglTexture *tex,
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GLenum min_filter,
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GLenum mag_filter)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_set_filters (sub_tex->full_texture, min_filter, mag_filter);
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}
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static void
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_cogl_sub_texture_pre_paint (CoglTexture *tex,
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CoglTexturePrePaintFlags flags)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_pre_paint (sub_tex->full_texture, flags);
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}
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static void
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_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
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{
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}
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static gboolean
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_cogl_sub_texture_set_region (CoglTexture *tex,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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unsigned int dst_width,
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unsigned int dst_height,
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CoglBitmap *bmp)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
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src_x, src_y,
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dst_x + sub_tex->sub_x,
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dst_y + sub_tex->sub_y,
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dst_width, dst_height,
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bmp);
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}
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static CoglPixelFormat
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_cogl_sub_texture_get_format (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_get_format (sub_tex->full_texture);
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}
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static GLenum
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_cogl_sub_texture_get_gl_format (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return _cogl_texture_get_gl_format (sub_tex->full_texture);
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}
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static int
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_cogl_sub_texture_get_width (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return sub_tex->sub_width;
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}
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static int
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_cogl_sub_texture_get_height (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return sub_tex->sub_height;
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}
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static CoglTextureType
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_cogl_sub_texture_get_type (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return _cogl_texture_get_type (sub_tex->full_texture);
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}
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static const CoglTextureVtable
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cogl_sub_texture_vtable =
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{
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_cogl_sub_texture_set_region,
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NULL, /* get_data */
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_cogl_sub_texture_foreach_sub_texture_in_region,
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_cogl_sub_texture_get_max_waste,
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_cogl_sub_texture_is_sliced,
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_cogl_sub_texture_can_hardware_repeat,
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_cogl_sub_texture_transform_coords_to_gl,
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_cogl_sub_texture_transform_quad_coords_to_gl,
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_cogl_sub_texture_get_gl_texture,
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_cogl_sub_texture_set_filters,
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_cogl_sub_texture_pre_paint,
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_cogl_sub_texture_ensure_non_quad_rendering,
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_cogl_sub_texture_set_wrap_mode_parameters,
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_cogl_sub_texture_get_format,
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_cogl_sub_texture_get_gl_format,
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_cogl_sub_texture_get_width,
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_cogl_sub_texture_get_height,
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_cogl_sub_texture_get_type,
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NULL /* is_foreign */
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};
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