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cogl-pango-display-list: Use CoglPrimitive instead of CoglVertexBuffer
When rendering text through a VBO, CoglPangoDisplayList now uses the CoglPrimitive API instead of CoglVertexBuffer. CoglVertexBuffer is just a layer on top of the attribute buffer API anyway so it should be slightly faster. https://bugzilla.gnome.org/show_bug.cgi?id=656303 Reviewed-by: Robert Bragg <robert@linux.intel.com>
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@ -40,7 +40,6 @@ typedef enum
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
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struct _CoglPangoDisplayList
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{
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@ -68,8 +67,8 @@ struct _CoglPangoDisplayListNode
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CoglHandle texture;
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/* Array of vertex data to render out of this texture */
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GArray *verts;
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/* A VBO representing those vertices */
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CoglHandle vertex_buffer;
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/* A primitive representing those vertices */
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CoglPrimitive *primitive;
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} texture;
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struct
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@ -90,11 +89,6 @@ struct _CoglPangoDisplayListNode
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} d;
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};
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struct _CoglPangoDisplayListVertex
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{
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float x, y, t_x, t_y;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
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{
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@ -138,7 +132,7 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListVertex *verts;
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CoglVertexP2T2 *verts;
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/* Add to the last node if it is a texture node with the same
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target texture */
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@ -150,10 +144,10 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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if (node->d.texture.primitive != NULL)
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{
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cogl_handle_unref (node->d.texture.vertex_buffer);
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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cogl_object_unref (node->d.texture.primitive);
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node->d.texture.primitive = NULL;
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}
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}
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else
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@ -167,8 +161,8 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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node->pipeline = NULL;
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node->d.texture.texture = cogl_handle_ref (texture);
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node->d.texture.verts
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListVertex));
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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= g_array_new (FALSE, FALSE, sizeof (CoglVertexP2T2));
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node->d.texture.primitive = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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@ -176,28 +170,28 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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g_array_set_size (node->d.texture.verts,
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node->d.texture.verts->len + 4);
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verts = &g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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CoglVertexP2T2,
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node->d.texture.verts->len - 4);
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verts->x = x_1;
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verts->y = y_1;
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verts->t_x = tx_1;
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verts->t_y = ty_1;
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verts->s = tx_1;
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verts->t = ty_1;
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verts++;
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verts->x = x_1;
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verts->y = y_2;
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verts->t_x = tx_1;
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verts->t_y = ty_2;
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verts->s = tx_1;
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verts->t = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_2;
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verts->t_x = tx_2;
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verts->t_y = ty_2;
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verts->s = tx_2;
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verts->t = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_1;
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verts->t_x = tx_2;
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verts->t_y = ty_1;
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verts->s = tx_2;
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verts->t = ty_1;
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}
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void
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@ -251,15 +245,15 @@ emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
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for (i = 0; i < node->d.texture.verts->len; i += 4)
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{
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CoglPangoDisplayListVertex *v0 =
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CoglVertexP2T2 *v0 =
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, i);
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CoglPangoDisplayListVertex *v1 =
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CoglVertexP2T2, i);
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CoglVertexP2T2 *v1 =
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, i + 2);
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CoglVertexP2T2, i + 2);
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cogl_rectangle_with_texture_coords (v0->x, v0->y, v1->x, v1->y,
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v0->t_x, v0->t_y,
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v1->t_x, v1->t_y);
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v0->s, v0->t,
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v1->s, v1->t);
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}
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}
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@ -276,47 +270,60 @@ emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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* be re-used avoiding the repeated cost of validating the data and
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* mapping it into the GPU... */
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if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE)
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if (node->d.texture.primitive == NULL)
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{
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CoglHandle vb = cogl_vertex_buffer_new (node->d.texture.verts->len);
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CoglAttributeBuffer *buffer;
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CoglAttribute *attributes[2];
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CoglPrimitive *prim;
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cogl_vertex_buffer_add (vb, "gl_Vertex", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, 0).x);
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cogl_vertex_buffer_add (vb, "gl_MultiTexCoord0", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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0).t_x);
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cogl_vertex_buffer_submit (vb);
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buffer
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= cogl_attribute_buffer_new (node->d.texture.verts->len
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* sizeof (CoglVertexP2T2),
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node->d.texture.verts->data);
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attributes[0] = cogl_attribute_new (buffer,
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"cogl_position_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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node->d.texture.vertex_buffer = vb;
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}
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prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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node->d.texture.verts->len,
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attributes,
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2 /* n_attributes */);
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#ifdef CLUTTER_COGL_HAS_GL
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if (ctx->driver == COGL_DRIVER_GL)
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cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
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GL_QUADS,
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0, node->d.texture.verts->len);
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else
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if (ctx->driver == COGL_DRIVER_GL)
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cogl_primitive_set_mode (prim, GL_QUADS);
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else
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#endif
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO with
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indexed vertices to generate GL_TRIANGLES from the quads */
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO
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with indexed vertices to generate GL_TRIANGLES from the
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quads */
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int n_indices = node->d.texture.verts->len / 4 * 6;
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CoglHandle indices_vbo
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= cogl_vertex_buffer_indices_get_for_quads (n_indices);
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CoglIndices *indices =
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cogl_get_rectangle_indices (node->d.texture.verts->len / 4);
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cogl_vertex_buffer_draw_elements (node->d.texture.vertex_buffer,
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COGL_VERTICES_MODE_TRIANGLES,
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indices_vbo,
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0, node->d.texture.verts->len - 1,
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0, n_indices);
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cogl_primitive_set_indices (prim, indices);
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cogl_primitive_set_n_vertices (prim,
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node->d.texture.verts->len / 4 * 6);
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}
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node->d.texture.primitive = prim;
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cogl_object_unref (buffer);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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}
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cogl_primitive_draw (node->d.texture.primitive);
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}
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static void
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@ -418,8 +425,8 @@ _cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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g_array_free (node->d.texture.verts, TRUE);
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if (node->d.texture.texture != COGL_INVALID_HANDLE)
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cogl_handle_unref (node->d.texture.texture);
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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cogl_handle_unref (node->d.texture.vertex_buffer);
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if (node->d.texture.primitive != NULL)
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cogl_object_unref (node->d.texture.primitive);
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}
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if (node->pipeline)
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