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[texture] Avoid redundant use of cogl_clip_stack_save when drawing offscreen
Since cogl draw buffers now own their clip state the stage's clip state will automatically be saved and restored via the cogl_set_draw_buffer API.
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@ -586,15 +586,9 @@ clutter_texture_paint (ClutterActor *self)
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COGL_BUFFER_BIT_DEPTH);
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COGL_BUFFER_BIT_DEPTH);
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cogl_disable_fog ();
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cogl_disable_fog ();
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/* Clear the clipping stack so that if the FBO actor is being
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clipped then it won't affect drawing the source */
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cogl_clip_stack_save ();
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/* Render out actor scene to fbo */
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/* Render out actor scene to fbo */
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clutter_actor_paint (priv->fbo_source);
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clutter_actor_paint (priv->fbo_source);
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cogl_clip_stack_restore ();
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/* Restore drawing to the frame buffer */
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/* Restore drawing to the frame buffer */
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cogl_set_draw_buffer (COGL_WINDOW_BUFFER, COGL_INVALID_HANDLE);
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cogl_set_draw_buffer (COGL_WINDOW_BUFFER, COGL_INVALID_HANDLE);
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