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texture: Do some more validation in get_cogl_texture()
Check the layer type, even though right now we only have one type available.
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@ -1306,7 +1306,6 @@ clutter_texture_set_cogl_material (ClutterTexture *texture,
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cogl_handle_ref (cogl_material);
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cogl_handle_ref (cogl_material);
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/* This */
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if (texture->priv->material)
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if (texture->priv->material)
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cogl_handle_unref (texture->priv->material);
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cogl_handle_unref (texture->priv->material);
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@ -1341,16 +1340,24 @@ clutter_texture_set_cogl_material (ClutterTexture *texture,
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CoglHandle
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CoglHandle
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clutter_texture_get_cogl_texture (ClutterTexture *texture)
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clutter_texture_get_cogl_texture (ClutterTexture *texture)
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{
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{
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CoglMaterialLayerType layer_type;
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const GList *layers;
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const GList *layers;
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int n_layers;
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int n_layers;
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g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), COGL_INVALID_HANDLE);
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g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), COGL_INVALID_HANDLE);
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layers = cogl_material_get_layers (texture->priv->material);
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layers = cogl_material_get_layers (texture->priv->material);
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if (layers == NULL)
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return COGL_INVALID_HANDLE;
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n_layers = g_list_length ((GList *)layers);
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n_layers = g_list_length ((GList *)layers);
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if (n_layers == 0)
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if (n_layers == 0)
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return COGL_INVALID_HANDLE;
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return COGL_INVALID_HANDLE;
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layer_type = cogl_material_layer_get_type (layers->data);
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if (layer_type != COGL_MATERIAL_LAYER_TYPE_TEXTURE)
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return COGL_INVALID_HANDLE;
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return cogl_material_layer_get_texture (layers->data);
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return cogl_material_layer_get_texture (layers->data);
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}
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}
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