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cogl-path: Don't bother filling the path if less than 3 nodes
Previously there was a check to avoid filling the path if there are zero nodes. However the tesselator also won't generate any triangles if there are less than 3 nodes so we might as well bail out in that case too. If we don't emit any triangles then we would end up trying to create an empty VBO. Although I don't think this should necessarily be a problem, this seems to cause Mesa to segfault in version 7.8.1 when calling glBufferSubData (although not in master). test-cogl-primitives tries to fill a path with only two points so it's convenient to be able to avoid the crash in this case.
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@ -421,7 +421,7 @@ _cogl_add_path_to_stencil_buffer (CoglPath *path,
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GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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if (path->data->path_nodes->len > 0)
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path);
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if (merge)
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@ -479,7 +479,7 @@ cogl_path_fill_preserve (void)
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path = COGL_PATH (ctx->current_path);
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if (path->data->path_nodes->len == 0)
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if (path->data->path_nodes->len < 3)
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return;
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_cogl_journal_flush ();
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