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[cogl-pango-display-list] Use GL_TRIANGLES under GLES
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES instead in that case. Unfortunately this means submitting two extra vertices per quad. It could be better to use indexed elements once CoglVertexBuffers gains support for that.
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@ -41,6 +41,13 @@ typedef enum
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
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#ifdef HAVE_CLUTTER_GLX
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#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_QUADS
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#else
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/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead */
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#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_TRIANGLES
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#endif
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struct _CoglPangoDisplayList
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{
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CoglColor color;
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@ -177,6 +184,24 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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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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#ifndef HAVE_CLUTTER_GLX
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/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead with
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two extra vertices per quad. FIXME: It might be better to use
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indexed elements here but cogl vertex buffers don't currently
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support storing the indices */
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g_array_set_size (node->d.texture.verts,
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node->d.texture.verts->len + 2);
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verts = &g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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node->d.texture.verts->len - 6);
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verts[4] = verts[0];
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verts[5] = verts[2];
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#endif /* HAVE_CLUTTER_GLX */
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}
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void
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@ -246,7 +271,8 @@ _cogl_pango_display_list_render_texture (CoglHandle material,
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}
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cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
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GL_QUADS, 0, node->d.texture.verts->len);
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COGL_PANGO_DISPLAY_LIST_DRAW_MODE,
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0, node->d.texture.verts->len);
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}
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void
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