mirror of
https://github.com/brl/mutter.git
synced 2024-11-26 10:00:45 -05:00
Fix compiler warnings
The maintainer-flags option discovered the usual amount of collisions and compiler warnings we have to fix in order to get distcheck to pass.
This commit is contained in:
parent
20b5eecbd9
commit
726ee43761
@ -166,13 +166,13 @@ cogl_path_new (void)
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}
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void
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cogl_path_line (float x1,
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float y1,
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float x2,
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float y2)
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cogl_path_line (float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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cogl_path_move_to (x1, y1);
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cogl_path_line_to (x2, y2);
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cogl_path_move_to (x_1, y_1);
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cogl_path_line_to (x_2, y_2);
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}
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void
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@ -474,12 +474,12 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
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}
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void
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cogl_path_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3)
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cogl_path_curve_to (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float x_3,
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float y_3)
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{
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CoglBezCubic cubic;
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@ -487,12 +487,12 @@ cogl_path_curve_to (float x1,
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/* Prepare cubic curve */
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cubic.p1 = ctx->path_pen;
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cubic.p2.x = x1;
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cubic.p2.y = y1;
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cubic.p3.x = x2;
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cubic.p3.y = y2;
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cubic.p4.x = x3;
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cubic.p4.y = y3;
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cubic.p2.x = x_1;
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cubic.p2.y = y_1;
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cubic.p3.x = x_2;
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cubic.p3.y = y_2;
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cubic.p4.x = x_3;
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cubic.p4.y = y_3;
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/* Run subdivision */
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_cogl_path_bezier3_sub (&cubic);
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@ -503,21 +503,21 @@ cogl_path_curve_to (float x1,
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}
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void
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cogl_path_rel_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3)
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cogl_path_rel_curve_to (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float x_3,
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float y_3)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_curve_to (ctx->path_pen.x + x1,
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ctx->path_pen.y + y1,
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ctx->path_pen.x + x2,
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ctx->path_pen.y + y2,
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ctx->path_pen.x + x3,
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ctx->path_pen.y + y3);
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cogl_path_curve_to (ctx->path_pen.x + x_1,
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ctx->path_pen.y + y_1,
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ctx->path_pen.x + x_2,
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ctx->path_pen.y + y_2,
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ctx->path_pen.x + x_3,
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ctx->path_pen.y + y_3);
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}
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@ -593,10 +593,10 @@ _cogl_path_bezier2_sub (CoglBezQuad *quad)
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}
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void
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cogl_path_curve2_to (float x1,
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float y1,
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float x2,
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float y2)
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cogl_path_curve2_to (float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -604,10 +604,10 @@ cogl_path_curve2_to (float x1,
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/* Prepare quadratic curve */
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quad.p1 = ctx->path_pen;
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quad.p2.x = x1;
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quad.p2.y = y1;
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quad.p3.x = x2;
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quad.p3.y = y2;
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quad.p2.x = x_1;
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quad.p2.y = y_1;
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quad.p3.x = x_2;
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quad.p3.y = y_2;
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/* Run subdivision */
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_cogl_path_bezier2_sub (&quad);
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@ -618,16 +618,16 @@ cogl_path_curve2_to (float x1,
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}
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void
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cogl_rel_curve2_to (float x1,
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float y1,
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float x2,
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float y2)
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cogl_rel_curve2_to (float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_curve2_to (ctx->path_pen.x + x1,
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ctx->path_pen.y + y2,
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ctx->path_pen.x + x2,
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ctx->path_pen.y + y2);
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cogl_path_curve2_to (ctx->path_pen.x + x_1,
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ctx->path_pen.y + y_1,
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ctx->path_pen.x + x_2,
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ctx->path_pen.y + y_2);
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}
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#endif
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@ -1979,10 +1979,14 @@ _cogl_texture_flush_vertices (void)
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}
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static void
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_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2,
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GLfloat tx1, GLfloat ty1,
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GLfloat tx2, GLfloat ty2)
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_cogl_texture_add_quad_vertices (GLfloat x_1,
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GLfloat y_1,
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GLfloat x_2,
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GLfloat y_2,
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GLfloat tx_1,
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GLfloat ty_1,
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GLfloat tx_2,
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GLfloat ty_2)
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{
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CoglTextureGLVertex *p;
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GLushort first_vert;
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@ -1995,30 +1999,30 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
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g_array_set_size (ctx->texture_vertices, first_vert + 4);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
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p->v[0] = x1; p->v[1] = y1;
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p->t[0] = tx1; p->t[1] = ty1;
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p->v[0] = x_1; p->v[1] = y_1;
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p->t[0] = tx_1; p->t[1] = ty_1;
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p++;
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p->v[0] = x1; p->v[1] = y2;
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p->t[0] = tx1; p->t[1] = ty2;
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p->v[0] = x_1; p->v[1] = y_2;
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p->t[0] = tx_1; p->t[1] = ty_2;
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p++;
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p->v[0] = x2; p->v[1] = y2;
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p->t[0] = tx2; p->t[1] = ty2;
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p->v[0] = x_2; p->v[1] = y_2;
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p->t[0] = tx_2; p->t[1] = ty_2;
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p++;
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p->v[0] = x2; p->v[1] = y1;
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p->t[0] = tx2; p->t[1] = ty1;
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p->v[0] = x_2; p->v[1] = y_1;
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p->t[0] = tx_2; p->t[1] = ty_1;
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p++;
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}
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static void
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_cogl_texture_quad_sw (CoglTexture *tex,
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float x1,
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float y1,
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float x2,
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float y2,
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float tx1,
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float ty1,
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float tx2,
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float ty2)
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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float tx_1,
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float ty_1,
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float tx_2,
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float ty_2)
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{
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CoglSpanIter iter_x , iter_y;
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float tw , th;
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@ -2041,7 +2045,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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otherwise it might pull in edge pixels from the other side */
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if (ctx->texture_vertices->len > 0
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&& ctx->texture_wrap_mode != GL_CLAMP_TO_EDGE)
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{
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_cogl_texture_flush_vertices ();
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}
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_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
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ctx->texture_wrap_mode = GL_CLAMP_TO_EDGE;
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@ -2049,52 +2056,55 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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geometry and texture coordinates so that the texture will be
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flipped but we can still use the same algorithm to iterate the
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slices */
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if (tx2 < tx1)
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if (tx_2 < tx_1)
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{
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float temp = x1;
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x1 = x2;
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x2 = temp;
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temp = tx1;
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tx1 = tx2;
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tx2 = temp;
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float temp = x_1;
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x_1 = x_2;
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x_2 = temp;
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temp = tx_1;
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tx_1 = tx_2;
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tx_2 = temp;
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}
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if (ty2 < ty1)
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if (ty_2 < ty_1)
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{
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float temp = y1;
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y1 = y2;
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y2 = temp;
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temp = ty1;
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ty1 = ty2;
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ty2 = temp;
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float temp = y_1;
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y_1 = y_2;
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y_2 = temp;
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temp = ty_1;
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ty_1 = ty_2;
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ty_2 = temp;
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}
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/* Scale ratio from texture to quad widths */
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tw = (float) (tex->bitmap.width);
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th = (float) (tex->bitmap.height);
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tqx = (x2 - x1) / (tw * (tx2 - tx1));
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tqy = (y2 - y1) / (th * (ty2 - ty1));
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tqx = (x_2 - x_1) / (tw * (tx_2 - tx_1));
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tqy = (y_2 - y_1) / (th * (ty_2 - ty_1));
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/* Integral texture coordinate for first tile */
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first_tx = (float)(floorf (tx1));
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first_ty = (float)(floorf (ty1));
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first_tx = (float)(floorf (tx_1));
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first_ty = (float)(floorf (ty_1));
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/* Denormalize texture coordinates */
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first_tx = (first_tx * tw);
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first_ty = (first_ty * th);
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tx1 = (tx1 * tw);
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ty1 = (ty1 * th);
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tx2 = (tx2 * tw);
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ty2 = (ty2 * th);
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tx_1 = (tx_1 * tw);
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ty_1 = (ty_1 * th);
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tx_2 = (tx_2 * tw);
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ty_2 = (ty_2 * th);
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/* Quad coordinate of the first tile */
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first_qx = x1 - (tx1 - first_tx) * tqx;
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first_qy = y1 - (ty1 - first_ty) * tqy;
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first_qx = x_1 - (tx_1 - first_tx) * tqx;
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first_qy = y_1 - (ty_1 - first_ty) * tqy;
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/* Iterate until whole quad height covered */
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for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
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first_ty, ty1, ty2) ;
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first_ty, ty_1, ty_2) ;
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!_cogl_span_iter_end (&iter_y) ;
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_cogl_span_iter_next (&iter_y) )
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{
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@ -2120,7 +2130,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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/* Iterate until whole quad width covered */
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for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
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first_tx, tx1, tx2) ;
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first_tx, tx_1, tx_2) ;
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!_cogl_span_iter_end (&iter_x) ;
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_cogl_span_iter_next (&iter_x) )
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{
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@ -2165,7 +2175,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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then flush the vertices */
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if (ctx->texture_vertices->len > 0
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&& gl_handle != ctx->texture_current)
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{
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_cogl_texture_flush_vertices ();
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}
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ctx->texture_target = tex->gl_target;
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ctx->texture_current = gl_handle;
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@ -2183,14 +2196,14 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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static void
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_cogl_texture_quad_hw (CoglTexture *tex,
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float x1,
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float y1,
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float x2,
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float y2,
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float tx1,
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float ty1,
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float tx2,
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float ty2)
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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float tx_1,
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float ty_1,
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float tx_2,
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float ty_2)
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{
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GLuint gl_handle;
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CoglTexSliceSpan *x_span;
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@ -2206,11 +2219,13 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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/* If the texture coords are all in the range [0,1] then we want to
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clamp the coords to the edge otherwise it can pull in edge pixels
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from the wrong side when scaled */
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if (tx1 >= 0 && tx1 <= 1.0
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&& tx2 >= 0 && tx2 <= 1.0
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&& ty1 >= 0 && ty1 <= 1.0
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&& ty2 >= 0 && ty2 <= 1.0)
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if (tx_1 >= 0 && tx_1 <= 1.0 &&
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tx_2 >= 0 && tx_2 <= 1.0 &&
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ty_1 >= 0 && ty_1 <= 1.0 &&
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ty_2 >= 0 && ty_2 <= 1.0)
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{
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wrap_mode = GL_CLAMP_TO_EDGE;
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}
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else
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wrap_mode = GL_REPEAT;
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@ -2219,10 +2234,13 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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/* If we're using a different texture from the one already queued
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then flush the vertices */
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if (ctx->texture_vertices->len > 0
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&& (gl_handle != ctx->texture_current
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|| ctx->texture_wrap_mode != wrap_mode))
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if (ctx->texture_vertices->len > 0 &&
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(gl_handle != ctx->texture_current ||
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ctx->texture_wrap_mode != wrap_mode))
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{
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_cogl_texture_flush_vertices ();
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}
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ctx->texture_target = tex->gl_target;
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ctx->texture_current = gl_handle;
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ctx->texture_wrap_mode = wrap_mode;
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@ -2234,28 +2252,24 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
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/* Don't include the waste in the texture coordinates */
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tx1 = tx1 * (x_span->size - x_span->waste) / x_span->size;
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tx2 = tx2 * (x_span->size - x_span->waste) / x_span->size;
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ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
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ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
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tx_1 = tx_1 * (x_span->size - x_span->waste) / x_span->size;
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tx_2 = tx_2 * (x_span->size - x_span->waste) / x_span->size;
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ty_1 = ty_1 * (y_span->size - y_span->waste) / y_span->size;
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ty_2 = ty_2 * (y_span->size - y_span->waste) / y_span->size;
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/* Denormalize texture coordinates for rectangle textures */
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if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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tx1 *= x_span->size;
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tx2 *= x_span->size;
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ty1 *= y_span->size;
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ty2 *= y_span->size;
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tx_1 *= x_span->size;
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tx_2 *= x_span->size;
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ty_1 *= y_span->size;
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ty_2 *= y_span->size;
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}
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_cogl_texture_add_quad_vertices ( (x1),
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(y1),
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(x2),
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(y2),
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(tx1),
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(ty1),
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(tx2),
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(ty2));
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_cogl_texture_add_quad_vertices (x_1, y_1,
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x_2, y_2,
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tx_1, ty_1,
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tx_2, ty_2);
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}
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void
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@ -2264,8 +2278,8 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
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guint n_rects)
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{
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CoglTexture *tex;
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY);
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY |
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COGL_ENABLE_TEXCOORD_ARRAY);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -2290,8 +2304,7 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
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else
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enable_flags |= COGL_ENABLE_TEXTURE_2D;
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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if (ctx->color_alpha < 255 || tex->bitmap.format & COGL_A_BIT)
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enable_flags |= COGL_ENABLE_BLEND;
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if (ctx->enable_backface_culling)
|
||||
@ -2330,25 +2343,25 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
|
||||
|
||||
void
|
||||
cogl_texture_rectangle (CoglHandle handle,
|
||||
float x1,
|
||||
float y1,
|
||||
float x2,
|
||||
float y2,
|
||||
float tx1,
|
||||
float ty1,
|
||||
float tx2,
|
||||
float ty2)
|
||||
float x_1,
|
||||
float y_1,
|
||||
float x_2,
|
||||
float y_2,
|
||||
float tx_1,
|
||||
float ty_1,
|
||||
float tx_2,
|
||||
float ty_2)
|
||||
{
|
||||
float verts[8];
|
||||
|
||||
verts[0] = x1;
|
||||
verts[1] = y1;
|
||||
verts[2] = x2;
|
||||
verts[3] = y2;
|
||||
verts[4] = tx1;
|
||||
verts[5] = ty1;
|
||||
verts[6] = tx2;
|
||||
verts[7] = ty2;
|
||||
verts[0] = x_1;
|
||||
verts[1] = y_1;
|
||||
verts[2] = x_2;
|
||||
verts[3] = y_2;
|
||||
verts[4] = tx_1;
|
||||
verts[5] = ty_1;
|
||||
verts[6] = tx_2;
|
||||
verts[7] = ty_2;
|
||||
|
||||
cogl_texture_multiple_rectangles (handle, verts, 1);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user