b83dc6abfa
Now that we have a proper scene graph API, we should split out the rendering part from the logical and event handling part. ClutterPaintNode is a lightweight fundamental type that encodes only the paint operations: pipeline state and geometry. At its most simple, is a way to structure setting up the programmable pipeline using a CoglPipeline, and submitting Cogl primitives. The important take away from this API is that you are not allowed to call Cogl API like cogl_set_source() or cogl_primitive_draw() directly. The interesting approach to this is that, in the future, we should be able to move to a purely retained mode: we will decide which actors need to be painted, they will update their own branch of the render graph, and we'll take the render graph and build all the rendering commands from that. For the 1.x API, we will have to maintain invariants and the existing behaviour, but as soon as we can break API, the old paint signal will just go away, and Actors will only be allowed to manipulate the render tree.