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vertex-buffer: use cogl_get_rectangle_indices
The functionality of cogl_vertex_buffer_indices_get_for_quads is now provided by cogl_get_rectangle_indices so this reworks the former to now work in terms of the latter so we don't have duplicated logic.
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@ -195,10 +195,6 @@ cogl_create_context (void)
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_context->in_begin_gl_block = FALSE;
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_context->quad_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_indices_short = COGL_INVALID_HANDLE;
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_context->quad_indices_short_len = 0;
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_context->quad_buffer_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_buffer_indices = COGL_INVALID_HANDLE;
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_context->quad_buffer_indices_len = 0;
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@ -285,11 +281,6 @@ _cogl_destroy_context (void)
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if (_context->logged_vertices)
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g_array_free (_context->logged_vertices, TRUE);
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if (_context->quad_indices_byte)
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cogl_handle_unref (_context->quad_indices_byte);
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if (_context->quad_indices_short)
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cogl_handle_unref (_context->quad_indices_short);
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if (_context->quad_buffer_indices_byte)
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cogl_handle_unref (_context->quad_buffer_indices_byte);
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if (_context->quad_buffer_indices)
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@ -145,12 +145,6 @@ typedef struct
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/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
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out of a vertex array of quads */
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/* XXX: These should be removed when the vertex-buffer.c indices
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* code is re-worked to use cogl_get_rectangle_indices. */
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CoglHandle quad_indices_byte;
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unsigned int quad_indices_short_len;
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CoglHandle quad_indices_short;
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CoglHandle quad_buffer_indices_byte;
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unsigned int quad_buffer_indices_len;
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CoglHandle quad_buffer_indices;
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@ -1535,16 +1535,24 @@ cogl_vertex_buffer_draw (CoglHandle handle,
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update_primitive_and_draw (buffer, mode, first, count, NULL);
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}
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static CoglHandle
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_cogl_vertex_buffer_indices_new_real (CoglIndices *indices)
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{
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CoglVertexBufferIndices *buffer_indices =
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g_slice_alloc (sizeof (CoglVertexBufferIndices));
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buffer_indices->indices = indices;
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return _cogl_vertex_buffer_indices_handle_new (buffer_indices);
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}
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CoglHandle
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cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
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const void *indices_array,
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int indices_len)
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{
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CoglVertexBufferIndices *buffer_indices =
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g_slice_alloc (sizeof (CoglVertexBufferIndices));
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buffer_indices->indices =
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CoglIndices *indices =
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cogl_indices_new (indices_type, indices_array, indices_len);
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return _cogl_vertex_buffer_indices_handle_new (buffer_indices);
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return _cogl_vertex_buffer_indices_new_real (indices);
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}
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CoglIndicesType
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@ -1619,78 +1627,41 @@ cogl_vertex_buffer_indices_get_for_quads (unsigned int n_indices)
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{
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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/* Check if the indices would fit in a byte array */
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if (n_indices <= 256 / 4 * 6)
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{
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/* Generate the byte array if we haven't already */
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if (ctx->quad_indices_byte == COGL_INVALID_HANDLE)
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if (ctx->quad_buffer_indices_byte == COGL_INVALID_HANDLE)
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{
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guint8 *byte_array = g_malloc (256 / 4 * 6 * sizeof (guint8));
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guint8 *p = byte_array;
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int i, vert_num = 0;
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for (i = 0; i < 256 / 4; i++)
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{
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*(p++) = vert_num + 0;
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*(p++) = vert_num + 1;
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*(p++) = vert_num + 2;
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*(p++) = vert_num + 0;
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*(p++) = vert_num + 2;
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*(p++) = vert_num + 3;
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vert_num += 4;
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}
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ctx->quad_indices_byte
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= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_BYTE,
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byte_array,
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256 / 4 * 6);
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g_free (byte_array);
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/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
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CoglIndices *indices = cogl_get_rectangle_indices (256 / 4);
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cogl_object_ref (indices);
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ctx->quad_buffer_indices_byte =
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_cogl_vertex_buffer_indices_new_real (indices);
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}
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return ctx->quad_indices_byte;
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return ctx->quad_buffer_indices_byte;
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}
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else
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{
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if (ctx->quad_indices_short_len < n_indices)
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if (ctx->quad_buffer_indices_len < n_indices)
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{
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guint16 *short_array;
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guint16 *p;
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int i, vert_num = 0;
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if (ctx->quad_indices_short != COGL_INVALID_HANDLE)
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cogl_handle_unref (ctx->quad_indices_short);
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/* Pick a power of two >= MAX (512, n_indices) */
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if (ctx->quad_indices_short_len == 0)
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ctx->quad_indices_short_len = 512;
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while (ctx->quad_indices_short_len < n_indices)
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ctx->quad_indices_short_len *= 2;
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/* Over-allocate to generate a whole number of quads */
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p = short_array = g_malloc ((ctx->quad_indices_short_len
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+ 5) / 6 * 6
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* sizeof (guint16));
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/* Fill in the complete quads */
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for (i = 0; i < ctx->quad_indices_short_len; i += 6)
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{
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*(p++) = vert_num + 0;
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*(p++) = vert_num + 1;
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*(p++) = vert_num + 2;
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*(p++) = vert_num + 0;
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*(p++) = vert_num + 2;
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*(p++) = vert_num + 3;
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vert_num += 4;
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}
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ctx->quad_indices_short
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= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
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short_array,
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ctx->quad_indices_short_len);
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g_free (short_array);
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cogl_handle_unref (ctx->quad_buffer_indices);
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ctx->quad_buffer_indices = COGL_INVALID_HANDLE;
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}
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return ctx->quad_indices_short;
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if (ctx->quad_buffer_indices == COGL_INVALID_HANDLE)
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{
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/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
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CoglIndices *indices = cogl_get_rectangle_indices (n_indices / 6);
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cogl_object_ref (indices);
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ctx->quad_buffer_indices =
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_cogl_vertex_buffer_indices_new_real (indices);
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}
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ctx->quad_buffer_indices_len = n_indices;
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return ctx->quad_buffer_indices;
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}
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g_return_val_if_reached (NULL);
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}
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