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https://github.com/brl/mutter.git
synced 2024-12-25 20:32:16 +00:00
Use glDrawRangeElements to share vertices
When drawing a quad from cogl_texture_multiple_rectangles share two of the vertices in each triangle by using indices.
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778a9f7d67
@ -58,6 +58,8 @@ cogl_create_context ()
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_context->texture_handles = NULL;
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_context->texture_handles = NULL;
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_context->texture_vertices = g_array_new (FALSE, FALSE,
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_context->texture_vertices = g_array_new (FALSE, FALSE,
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sizeof (CoglTextureGLVertex));
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sizeof (CoglTextureGLVertex));
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_context->texture_indices = g_array_new (FALSE, FALSE,
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sizeof (GLushort));
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_context->fbo_handles = NULL;
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_context->fbo_handles = NULL;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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@ -150,6 +152,8 @@ cogl_destroy_context ()
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if (_context->texture_vertices)
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if (_context->texture_vertices)
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g_array_free (_context->texture_vertices, TRUE);
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g_array_free (_context->texture_vertices, TRUE);
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if (_context->texture_indices)
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g_array_free (_context->texture_indices, TRUE);
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g_free (_context);
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g_free (_context);
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}
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}
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@ -64,6 +64,7 @@ typedef struct
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/* Textures */
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/* Textures */
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GArray *texture_handles;
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GArray *texture_handles;
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GArray *texture_vertices;
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GArray *texture_vertices;
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GArray *texture_indices;
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/* The gl texture number that the above vertices apply to. This to
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/* The gl texture number that the above vertices apply to. This to
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detect when a different slice is encountered so that the vertices
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detect when a different slice is encountered so that the vertices
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can be flushed */
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can be flushed */
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@ -1927,12 +1927,64 @@ _cogl_texture_flush_vertices (void)
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sizeof (CoglTextureGLVertex), p->t ) );
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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( glBindTexture (ctx->texture_target, ctx->texture_current) );
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GE( glDrawArrays (GL_TRIANGLES, 0, ctx->texture_vertices->len) );
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GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
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0, ctx->texture_vertices->len - 1,
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ctx->texture_indices->len,
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GL_UNSIGNED_SHORT,
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ctx->texture_indices->data) );
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g_array_set_size (ctx->texture_vertices, 0);
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g_array_set_size (ctx->texture_vertices, 0);
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g_array_set_size (ctx->texture_indices, 0);
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}
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}
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}
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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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{
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CoglTextureGLVertex *p;
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GLushort first_vert;
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GLushort *q;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Add the four vertices of the quad to the list of queued
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vertices */
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first_vert = ctx->texture_vertices->len;
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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++;
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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++;
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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++;
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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++;
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/* Add two triangles to the list of indices. That makes six new
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indices but two of the vertices in the triangles are shared. */
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g_array_set_size (ctx->texture_indices,
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ctx->texture_indices->len + 6);
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q = &g_array_index (ctx->texture_indices, GLushort,
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ctx->texture_indices->len - 6);
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*(q++) = first_vert + 0;
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*(q++) = first_vert + 1;
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*(q++) = first_vert + 3;
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*(q++) = first_vert + 1;
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*(q++) = first_vert + 2;
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*(q++) = first_vert + 3;
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}
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static void
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static void
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_cogl_texture_quad_sw (CoglTexture *tex,
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_cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed x1,
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CoglFixed x1,
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@ -1954,7 +2006,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed slice_qx1 , slice_qy1;
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CoglFixed slice_qx1 , slice_qy1;
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CoglFixed slice_qx2 , slice_qy2;
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CoglFixed slice_qx2 , slice_qy2;
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GLuint gl_handle;
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GLuint gl_handle;
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CoglTextureGLVertex *p;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -2098,35 +2149,14 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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ctx->texture_target = tex->gl_target;
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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_current = gl_handle;
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/* Add the quad to the list of queued vertices */
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_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
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g_array_set_size (ctx->texture_vertices,
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COGL_FIXED_TO_FLOAT (slice_qy1),
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ctx->texture_vertices->len + 6);
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COGL_FIXED_TO_FLOAT (slice_qx2),
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
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COGL_FIXED_TO_FLOAT (slice_qy2),
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ctx->texture_vertices->len - 6);
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COGL_FIXED_TO_FLOAT (slice_tx1),
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COGL_FIXED_TO_FLOAT (slice_ty1),
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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COGL_FIXED_TO_FLOAT (slice_tx2),
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COGL_FIXED_TO_FLOAT (slice_ty2));
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p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy2);
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p->t[0] = CFX_F (slice_tx1); 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_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_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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}
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}
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}
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}
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@ -2145,7 +2175,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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GLuint gl_handle;
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GLuint gl_handle;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *y_span;
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CoglTexSliceSpan *y_span;
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CoglTextureGLVertex *p;
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GLenum wrap_mode;
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GLenum wrap_mode;
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#if COGL_DEBUG
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#if COGL_DEBUG
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@ -2190,11 +2219,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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ty1 = ty1 * (y_span->size - y_span->waste) / y_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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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 + 6);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
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ctx->texture_vertices->len - 6);
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/* Denormalize texture coordinates for rectangle textures */
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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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if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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{
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@ -2204,29 +2228,14 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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ty2 *= y_span->size;
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ty2 *= y_span->size;
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}
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}
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
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COGL_FIXED_TO_FLOAT (y1),
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p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y2);
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COGL_FIXED_TO_FLOAT (x2),
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p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty2);
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COGL_FIXED_TO_FLOAT (y2),
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p++;
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COGL_FIXED_TO_FLOAT (tx1),
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p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
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COGL_FIXED_TO_FLOAT (ty1),
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p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
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COGL_FIXED_TO_FLOAT (tx2),
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p++;
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COGL_FIXED_TO_FLOAT (ty2));
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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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}
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void
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void
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