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texture: allocate on slicing/hw repeat queries
The plan is to defer a lot more work in creating a texture until allocation time. This means that for some texture backends we might not know until after allocation whether the texture is sliced or can support hardware repeating. This makes sure we trigger an allocation if either of these are queried. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 4868582812dbcd5125495b312d858f751fc31e9d)
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@ -229,6 +229,8 @@ cogl_texture_get_height (CoglTexture *texture)
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CoglPixelFormat
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cogl_texture_get_format (CoglTexture *texture)
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{
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if (!texture->allocated)
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cogl_texture_allocate (texture, NULL);
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return texture->vtable->get_format (texture);
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}
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@ -309,6 +311,8 @@ _cogl_texture_get_level_size (CoglTexture *texture,
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CoglBool
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cogl_texture_is_sliced (CoglTexture *texture)
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{
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if (!texture->allocated)
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cogl_texture_allocate (texture, NULL);
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return texture->vtable->is_sliced (texture);
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}
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@ -319,6 +323,8 @@ cogl_texture_is_sliced (CoglTexture *texture)
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CoglBool
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_cogl_texture_can_hardware_repeat (CoglTexture *texture)
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{
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if (!texture->allocated)
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cogl_texture_allocate (texture, NULL);
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return texture->vtable->can_hardware_repeat (texture);
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}
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