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Use GL_TRIANGLES for the texture vertex array
Most cards don't actually support GL_QUADS and they are deprecated in GL 3.0 so there is a chance it will perform faster with GL_TRIANGLES even though it has to submit two extra vertices.
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@ -1922,7 +1922,7 @@ _cogl_texture_flush_vertices (void)
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sizeof (CoglTextureGLVertex), p->t ) );
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GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
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GE( glDrawArrays (GL_QUADS, 0, ctx->texture_vertices->len) );
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GE( glDrawArrays (GL_TRIANGLES, 0, ctx->texture_vertices->len) );
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g_array_set_size (ctx->texture_vertices, 0);
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}
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@ -2082,9 +2082,9 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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/* Add the quad to the list of queued vertices */
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g_array_set_size (ctx->texture_vertices,
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ctx->texture_vertices->len + 4);
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ctx->texture_vertices->len + 6);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
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ctx->texture_vertices->len - 4);
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ctx->texture_vertices->len - 6);
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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@ -2094,13 +2094,20 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
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p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
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p++;
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p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
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p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
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p++;
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p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
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p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
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p++;
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p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
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p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
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p++;
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p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
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p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
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p++;
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p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
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p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
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p++;
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#undef CFX_F
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}
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}
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@ -2149,9 +2156,9 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
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/* Add the quad to the list of queued vertices */
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g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 4);
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g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 6);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
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ctx->texture_vertices->len - 4);
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ctx->texture_vertices->len - 6);
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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@ -2161,13 +2168,20 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
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p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
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p++;
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p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
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p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
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p++;
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p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
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p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
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p++;
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p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
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p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
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p++;
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p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
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p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
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p++;
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p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
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p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
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p++;
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#undef CFX_F
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}
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