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actor: Move the ShaderData out of the private data
Let's try and start reducing the size of ClutterActorPrivate by moving some optional, out-of-band data from it to GObject data. The ShaderData structure is a prime candidate for this migration: it does not need to be inspected by the actor, and its relationship with an actor is transient and optional. By attaching it to the actor's instance through g_object_set_data() we neatly tie its lifetime to the instance, and we don't have to care cleaning it up in the finalize()/dispose() implementation of ClutterActor itself.
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@ -451,8 +451,6 @@ struct _ClutterActorPrivate
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AnchorCoord scale_center;
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ShaderData *shader_data;
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PangoContext *pango_context;
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ClutterTextDirection text_direction;
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@ -607,8 +605,6 @@ static void clutter_actor_shader_pre_paint (ClutterActor *actor,
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gboolean repeat);
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static void clutter_actor_shader_post_paint (ClutterActor *actor);
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static void destroy_shader_data (ClutterActor *self);
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/* These setters are all static for now, maybe they should be in the
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* public API, but they are perhaps obscure enough to leave only as
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* properties
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@ -667,6 +663,8 @@ static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor
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{ _transform; } \
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cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
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static GQuark quark_shader_data = 0;
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G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
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clutter_actor,
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G_TYPE_INITIALLY_UNOWNED,
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@ -2533,6 +2531,12 @@ cull_actor (ClutterActor *self)
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return FALSE;
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}
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static inline gboolean
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actor_has_shader_data (ClutterActor *self)
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{
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return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
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}
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/**
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* clutter_actor_paint:
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* @self: A #ClutterActor
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@ -2688,7 +2692,7 @@ clutter_actor_paint (ClutterActor *self)
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if (priv->effects != NULL)
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effect_painted = _clutter_actor_effects_pre_paint (self);
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else if (priv->shader_data != NULL)
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else if (actor_has_shader_data (self))
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clutter_actor_shader_pre_paint (self, FALSE);
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priv->propagated_one_redraw = FALSE;
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@ -2696,7 +2700,7 @@ clutter_actor_paint (ClutterActor *self)
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if (effect_painted)
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_clutter_actor_effects_post_paint (self);
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else if (priv->shader_data != NULL)
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else if (actor_has_shader_data (self))
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clutter_actor_shader_post_paint (self);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
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@ -3348,8 +3352,6 @@ clutter_actor_dispose (GObject *object)
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g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
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}
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destroy_shader_data (self);
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if (priv->pango_context)
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{
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g_object_unref (priv->pango_context);
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@ -3460,6 +3462,8 @@ clutter_actor_class_init (ClutterActorClass *klass)
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
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object_class->set_property = clutter_actor_set_property;
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object_class->get_property = clutter_actor_get_property;
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object_class->dispose = clutter_actor_dispose;
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@ -4886,17 +4890,16 @@ clutter_actor_init (ClutterActor *self)
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self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
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priv->parent_actor = NULL;
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priv->has_clip = FALSE;
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priv->opacity = 0xff;
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priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
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priv->scale_x = 1.0;
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priv->scale_y = 1.0;
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priv->shader_data = NULL;
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priv->has_clip = FALSE;
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priv->opacity = 0xff;
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priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
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priv->scale_x = 1.0;
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priv->scale_y = 1.0;
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priv->show_on_set_parent = TRUE;
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priv->needs_width_request = TRUE;
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priv->needs_width_request = TRUE;
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priv->needs_height_request = TRUE;
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priv->needs_allocation = TRUE;
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priv->needs_allocation = TRUE;
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priv->cached_width_age = 1;
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priv->cached_height_age = 1;
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@ -9395,12 +9398,13 @@ G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
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clutter_vertex_free,
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CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
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/******************************************************************************/
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struct _ShaderData
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{
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ClutterShader *shader;
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/* back pointer to the actor */
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ClutterActor *actor;
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/* list of values that should be set on the shader
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* before each paint cycle
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*/
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@ -9416,28 +9420,26 @@ shader_value_free (gpointer data)
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}
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static void
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destroy_shader_data (ClutterActor *self)
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destroy_shader_data (gpointer data)
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{
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ClutterActorPrivate *actor_priv = self->priv;
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ShaderData *shader_data = actor_priv->shader_data;
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ShaderData *shader_data = data;
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if (shader_data == NULL)
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return;
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if (shader_data->shader)
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if (shader_data->shader != NULL)
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{
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g_object_unref (shader_data->shader);
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shader_data->shader = NULL;
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}
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if (shader_data->value_hash)
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if (shader_data->value_hash != NULL)
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{
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g_hash_table_destroy (shader_data->value_hash);
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shader_data->value_hash = NULL;
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}
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g_slice_free (ShaderData, shader_data);
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actor_priv->shader_data = NULL;
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}
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@ -9455,18 +9457,15 @@ destroy_shader_data (ClutterActor *self)
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ClutterShader *
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clutter_actor_get_shader (ClutterActor *self)
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{
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ClutterActorPrivate *actor_priv;
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ShaderData *shader_data;
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ShaderData *shader_data;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
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if (shader_data != NULL)
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return shader_data->shader;
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if (shader_data == NULL)
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return NULL;
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return shader_data->shader;
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return NULL;
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}
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/**
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@ -9476,10 +9475,14 @@ clutter_actor_get_shader (ClutterActor *self)
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*
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* Sets the #ClutterShader to be used when rendering @self.
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*
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* If @shader is %NULL it will unset any currently set shader
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* If @shader is %NULL this function will unset any currently set shader
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* for the actor.
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*
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* <note>Any #ClutterEffect applied to @self will take the precedence
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* over the #ClutterShader set using this function.</note>
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*
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* Return value: %TRUE if the shader was successfully applied
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* or removed
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*
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* Since: 0.6
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*/
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@ -9487,8 +9490,7 @@ gboolean
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clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader)
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{
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ClutterActorPrivate *actor_priv;
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ShaderData *shader_data;
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ShaderData *shader_data;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
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@ -9498,22 +9500,26 @@ clutter_actor_set_shader (ClutterActor *self,
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else
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{
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/* if shader passed in is NULL we destroy the shader */
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destroy_shader_data (self);
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g_object_set_qdata (G_OBJECT (self), quark_shader_data, NULL);
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return TRUE;
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}
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
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if (shader_data == NULL)
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{
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actor_priv->shader_data = shader_data = g_slice_new (ShaderData);
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shader_data = g_slice_new (ShaderData);
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shader_data->actor = self;
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shader_data->shader = NULL;
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shader_data->value_hash =
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g_hash_table_new_full (g_str_hash, g_str_equal,
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g_free,
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shader_value_free);
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g_object_set_qdata_full (G_OBJECT (self), quark_shader_data,
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shader_data,
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destroy_shader_data);
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}
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if (shader_data->shader != NULL)
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g_object_unref (shader_data->shader);
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@ -9530,31 +9536,29 @@ set_each_param (gpointer key,
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gpointer value,
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gpointer user_data)
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{
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ClutterShader *shader = user_data;
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GValue *var = value;
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ClutterShader *shader = user_data;
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const gchar *uniform = key;
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GValue *var = value;
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clutter_shader_set_uniform (shader, (const gchar *)key, var);
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clutter_shader_set_uniform (shader, uniform, var);
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}
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static void
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clutter_actor_shader_pre_paint (ClutterActor *actor,
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gboolean repeat)
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{
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ClutterActorPrivate *priv;
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ShaderData *shader_data;
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ClutterShader *shader;
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ClutterMainContext *context;
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ShaderData *shader_data;
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ClutterShader *shader;
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ClutterMainContext *context;
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priv = actor->priv;
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shader_data = priv->shader_data;
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if (!shader_data)
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shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
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if (shader_data == NULL)
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return;
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context = _clutter_context_get_default ();
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shader = shader_data->shader;
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if (shader)
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if (shader != NULL)
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{
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clutter_shader_set_is_enabled (shader, TRUE);
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@ -9568,21 +9572,18 @@ clutter_actor_shader_pre_paint (ClutterActor *actor,
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static void
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clutter_actor_shader_post_paint (ClutterActor *actor)
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{
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ClutterActorPrivate *priv;
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ShaderData *shader_data;
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ClutterShader *shader;
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ClutterMainContext *context;
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ShaderData *shader_data;
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ClutterShader *shader;
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ClutterMainContext *context;
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priv = actor->priv;
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shader_data = priv->shader_data;
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if (!shader_data)
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shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
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if (shader_data == NULL)
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return;
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context = _clutter_context_get_default ();
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shader = shader_data->shader;
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if (shader)
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if (shader != NULL)
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{
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clutter_shader_set_is_enabled (shader, FALSE);
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@ -9614,7 +9615,6 @@ clutter_actor_set_shader_param (ClutterActor *self,
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const gchar *param,
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const GValue *value)
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{
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ClutterActorPrivate *priv;
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ShaderData *shader_data;
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GValue *var;
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@ -9626,10 +9626,8 @@ clutter_actor_set_shader_param (ClutterActor *self,
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G_VALUE_HOLDS_FLOAT (value) ||
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G_VALUE_HOLDS_INT (value));
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priv = self->priv;
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shader_data = priv->shader_data;
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if (!shader_data)
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shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
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if (shader_data == NULL)
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return;
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var = g_slice_new0 (GValue);
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@ -310,8 +310,10 @@ test_shader_main (gint argc, gchar *argv[])
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Shaders");
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clutter_actor_set_size (stage, 512, 384);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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g_print ("applying shaders[%i] named '%s'\n",
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shader_no,
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