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Remove unused TEXTURE_IN_CLONE_PAINT private flag
The CLUTTER_TEXTURE_IN_CLONE_PAINT was used with the old CloneTexture actor; now that we have ClutterClone nothing sets the private flag anymore, and the flag itself is not needed.
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@ -53,7 +53,7 @@
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G_BEGIN_DECLS
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typedef enum {
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_ACTOR_IN_DESTRUCTION = 1 << 0,
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CLUTTER_ACTOR_IS_TOPLEVEL = 1 << 1,
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@ -62,10 +62,9 @@ typedef enum {
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* viewport / perspective etc
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* needs (re)setting.
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*/
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CLUTTER_ACTOR_IN_PAINT = 1 << 4, /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5, /* Used to avoid recursion */
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CLUTTER_TEXTURE_IN_CLONE_PAINT = 1 << 6, /* Used for safety in clones */
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CLUTTER_STAGE_IN_RESIZE = 1 << 7
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CLUTTER_ACTOR_IN_PAINT = 1 << 4, /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5, /* Used to avoid recursion */
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CLUTTER_STAGE_IN_RESIZE = 1 << 6
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} ClutterPrivateFlags;
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struct _ClutterInputDevice
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@ -610,13 +610,6 @@ clutter_texture_paint (ClutterActor *self)
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clutter_shader_set_is_enabled (shader, TRUE);
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}
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/* A clone may need to fire above if were a TFP/FBO but not visible.
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* Ultimatly needs some reworking with maybe an extra prepare_paint
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* method or some such.
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*/
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if (CLUTTER_PRIVATE_FLAGS(self) & CLUTTER_TEXTURE_IN_CLONE_PAINT)
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return;
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CLUTTER_NOTE (PAINT,
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"painting texture '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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