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https://github.com/brl/mutter.git
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Deprecate clutter_util_next_p2()
The next_p2() function should have never been publicly exposed by Clutter.
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parent
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@ -25,12 +25,11 @@
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/**
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/**
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* SECTION:clutter-util
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* SECTION:clutter-util
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* @short_description: Misc utility functions.
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* @short_description: Utility functions
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*
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*
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* Various misc utilility functions.
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* Various miscellaneous utilility functions.
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*/
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*/
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#include "clutter-util.h"
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#include "clutter-util.h"
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#include "clutter-main.h"
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#include "clutter-main.h"
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@ -41,13 +40,15 @@
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* Calculates the nearest power of two, greater than or equal to @a.
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* Calculates the nearest power of two, greater than or equal to @a.
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*
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*
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* Return value: The nearest power of two, greater or equal to @a.
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* Return value: The nearest power of two, greater or equal to @a.
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*
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* Deprecated: 1.2
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*/
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*/
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int
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gint
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clutter_util_next_p2 (int a)
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clutter_util_next_p2 (gint a)
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{
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{
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int rval=1;
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int rval = 1;
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while(rval < a)
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while (rval < a)
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rval <<= 1;
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rval <<= 1;
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return rval;
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return rval;
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@ -32,9 +32,12 @@
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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int
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#ifndef CLUTTER_DISABLE_DEPRECATED
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clutter_util_next_p2 (int a);
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gint clutter_util_next_p2 (gint a) G_GNUC_DEPRECATED;
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#endif /* CLUTTER_DISABLE_DEPRECATED */
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G_END_DECLS
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G_END_DECLS
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#endif
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#endif /* __CLUTTER_UTIL_H__ */
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@ -203,6 +203,17 @@ static ShaderSource shaders[]=
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static gint shader_no = 0;
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static gint shader_no = 0;
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static int
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next_p2 (gint a)
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{
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int rval = 1;
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while (rval < a)
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rval <<= 1;
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return rval;
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}
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static void
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static void
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set_shader_num (ClutterActor *actor, gint new_no)
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set_shader_num (ClutterActor *actor, gint new_no)
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{
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{
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@ -251,10 +262,14 @@ set_shader_num (ClutterActor *actor, gint new_no)
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if (CLUTTER_IS_TEXTURE (actor))
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if (CLUTTER_IS_TEXTURE (actor))
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{
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{
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/* XXX - this assumes *a lot* about how things are done
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* internally on *some* hardware and driver
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*/
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tex_width = clutter_actor_get_width (actor);
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tex_width = clutter_actor_get_width (actor);
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tex_width = clutter_util_next_p2 (tex_width);
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tex_width = next_p2 (tex_width);
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tex_height = clutter_actor_get_height (actor);
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tex_height = clutter_actor_get_height (actor);
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tex_height = clutter_util_next_p2 (tex_height);
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tex_height = next_p2 (tex_height);
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clutter_actor_set_shader_param_float (actor, "x_step",
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clutter_actor_set_shader_param_float (actor, "x_step",
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1.0f / tex_width);
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1.0f / tex_width);
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