92c3063014
This adds cogl_framebuffer_ apis for drawing attributes and primitives that replace corresponding apis that depend on the default CoglContext. This is part of the on going effort to adapt the Cogl api so it no longer depends on a global context variable. All the new drawing functions also take an explicit pipeline argument since we are also aiming to avoid being a stateful api like Cairo and OpenGL. Being stateless makes it easier for orthogonal components to share access to the GPU. Being stateless should also minimize any impedance miss-match for those wanting to build higher level stateless apis on top of Cogl. Note: none of the legacy, global state options such as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or cogl_program_use() are supported by these new drawing apis and if set will simply be silently ignored. Reviewed-by: Neil Roberts <neil@linux.intel.com>
496 lines
15 KiB
C
496 lines
15 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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gboolean 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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gboolean 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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gboolean 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 (n_verts * sizeof (CoglVertexP2T2), NULL);
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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->driver == COGL_DRIVER_GL)
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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 (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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float points[8];
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CoglPath *path;
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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_path_fill (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);
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}
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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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