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680f63a48c
The cogl.h header is meant to be the public header for including the 1.x api used by Clutter so we should stop using that as a convenient way to include all likely prototypes and typedefs. Actually we already do a good job of listing the specific headers we depend on in each of the .c files we have so mostly this patch just strip out the redundant includes for cogl.h with a few fixups where that broke the build. Reviewed-by: Neil Roberts <neil@linux.intel.com>
452 lines
14 KiB
C
452 lines
14 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-state-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_FRAGEND_FIXED
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-profile.h"
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#include "cogl-program-private.h"
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#include <glib.h>
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#include <glib/gprintf.h>
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#include <string.h>
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#ifndef GL_TEXTURE_RECTANGLE_ARB
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#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
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#endif
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const CoglPipelineFragend _cogl_pipeline_fixed_fragend;
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static void
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_cogl_disable_texture_unit (int unit_index)
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{
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CoglTextureUnit *unit;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index);
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if (unit->enabled_gl_target)
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{
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_cogl_set_active_texture_unit (unit_index);
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GE (ctx, glDisable (unit->enabled_gl_target));
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unit->enabled_gl_target = 0;
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}
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}
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static int
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get_max_texture_units (void)
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{
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_COGL_GET_CONTEXT (ctx, 0);
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/* This function is called quite often so we cache the value to
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avoid too many GL calls */
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if (ctx->max_texture_units == -1)
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{
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ctx->max_texture_units = 1;
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GE (ctx, glGetIntegerv (GL_MAX_TEXTURE_UNITS,
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&ctx->max_texture_units));
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}
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return ctx->max_texture_units;
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglHandle user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED)))
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return FALSE;
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if (ctx->driver == COGL_DRIVER_GLES2)
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return FALSE;
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/* Fragment snippets are only supported in the GLSL fragend */
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if (_cogl_pipeline_has_fragment_snippets (pipeline))
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return FALSE;
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/* If there is a user program with a fragment shader then the
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appropriate backend for that language should handle it. We can
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still use the fixed fragment backend if the program only contains
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a vertex shader */
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program != COGL_INVALID_HANDLE &&
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_cogl_program_has_fragment_shader (user_program))
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return FALSE;
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_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static void
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translate_sources (CoglPipeline *pipeline,
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int n_sources,
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CoglPipelineCombineSource *source_in,
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GLenum *source_out)
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{
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int i;
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/* The texture source numbers specified in the layer combine are the
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layer numbers so we need to map these to unit indices */
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for (i = 0; i < n_sources; i++)
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switch (source_in[i])
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{
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case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
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source_out[i] = GL_TEXTURE;
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
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source_out[i] = GL_CONSTANT;
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
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source_out[i] = GL_PRIMARY_COLOR;
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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source_out[i] = GL_PREVIOUS;
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break;
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default:
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{
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int layer_num = source_in[i] - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
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CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
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CoglPipelineLayer *layer =
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_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
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if (layer == NULL)
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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{
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g_warning ("The application is trying to use a texture "
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"combine with a layer number that does not exist");
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warning_seen = TRUE;
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}
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source_out[i] = GL_PREVIOUS;
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}
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else
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source_out[i] = (_cogl_pipeline_layer_get_unit_index (layer) +
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GL_TEXTURE0);
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}
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}
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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CoglTextureUnit *unit =
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_cogl_get_texture_unit (_cogl_pipeline_layer_get_unit_index (layer));
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int unit_index = unit->index;
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int n_rgb_func_args;
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int n_alpha_func_args;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* XXX: Beware that since we are changing the active texture unit we
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* must make sure we don't call into other Cogl components that may
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* temporarily bind texture objects to query/modify parameters since
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* they will end up binding texture unit 1. See
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* _cogl_bind_gl_texture_transient for more details.
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*/
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_cogl_set_active_texture_unit (unit_index);
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if (G_UNLIKELY (unit_index >= get_max_texture_units ()))
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{
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_cogl_disable_texture_unit (unit_index);
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/* TODO: although this isn't considered an error that
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* warrants falling back to a different backend we
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* should print a warning here. */
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return TRUE;
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}
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/* Handle enabling or disabling the right texture type */
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE)
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{
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CoglTextureType texture_type =
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_cogl_pipeline_layer_get_texture_type (layer);
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GLenum gl_target;
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switch (texture_type)
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{
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case COGL_TEXTURE_TYPE_2D:
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gl_target = GL_TEXTURE_2D;
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break;
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case COGL_TEXTURE_TYPE_3D:
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gl_target = GL_TEXTURE_3D;
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break;
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case COGL_TEXTURE_TYPE_RECTANGLE:
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gl_target = GL_TEXTURE_RECTANGLE_ARB;
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break;
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}
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_cogl_set_active_texture_unit (unit_index);
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/* The common GL code handles binding the right texture so we
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just need to handle enabling and disabling it */
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if (unit->enabled_gl_target != gl_target)
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{
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/* Disable the previous target if it's still enabled */
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if (unit->enabled_gl_target)
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GE (ctx, glDisable (unit->enabled_gl_target));
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/* Enable the new target */
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if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
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{
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GE (ctx, glEnable (gl_target));
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unit->enabled_gl_target = gl_target;
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}
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}
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}
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else
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{
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/* Even though there may be no difference between the last flushed
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* texture state and the current layers texture state it may be that the
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* texture unit has been disabled for some time so we need to assert that
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* it's enabled now.
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*/
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if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)) &&
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unit->enabled_gl_target == 0)
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{
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_cogl_set_active_texture_unit (unit_index);
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GE (ctx, glEnable (unit->gl_target));
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unit->enabled_gl_target = unit->gl_target;
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}
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}
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_COMBINE);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GLenum sources[3];
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
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/* Set the combiner functions... */
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_RGB,
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big_state->texture_combine_rgb_func));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_ALPHA,
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big_state->texture_combine_alpha_func));
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/*
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* Setup the function arguments...
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*/
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/* For the RGB components... */
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n_rgb_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
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translate_sources (pipeline,
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n_rgb_func_args,
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big_state->texture_combine_rgb_src,
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sources);
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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sources[0]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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big_state->texture_combine_rgb_op[0]));
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if (n_rgb_func_args > 1)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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sources[1]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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big_state->texture_combine_rgb_op[1]));
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}
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if (n_rgb_func_args > 2)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
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sources[2]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
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big_state->texture_combine_rgb_op[2]));
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}
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/* For the Alpha component */
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n_alpha_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);
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translate_sources (pipeline,
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n_alpha_func_args,
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big_state->texture_combine_alpha_src,
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sources);
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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sources[0]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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big_state->texture_combine_alpha_op[0]));
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if (n_alpha_func_args > 1)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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sources[1]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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big_state->texture_combine_alpha_op[1]));
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}
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if (n_alpha_func_args > 2)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
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sources[2]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
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big_state->texture_combine_alpha_op[2]));
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}
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}
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority
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(layer, COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GE (ctx, glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
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big_state->texture_combine_constant));
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}
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return TRUE;
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}
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static gboolean
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get_highest_unit_index_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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int *highest_index = user_data;
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*highest_index = unit_index;
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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int highest_unit_index = -1;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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_cogl_pipeline_foreach_layer_internal (pipeline,
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get_highest_unit_index_cb,
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&highest_unit_index);
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/* Disable additional texture units that may have previously been in use.. */
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for (i = highest_unit_index + 1; i < ctx->texture_units->len; i++)
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_cogl_disable_texture_unit (i);
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if (pipelines_difference & COGL_PIPELINE_STATE_FOG)
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_FOG);
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CoglPipelineFogState *fog_state = &authority->big_state->fog_state;
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if (fog_state->enabled)
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{
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GLfloat fogColor[4];
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GLenum gl_mode = GL_LINEAR;
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fogColor[0] = cogl_color_get_red_float (&fog_state->color);
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fogColor[1] = cogl_color_get_green_float (&fog_state->color);
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fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
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fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);
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GE (ctx, glEnable (GL_FOG));
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GE (ctx, glFogfv (GL_FOG_COLOR, fogColor));
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if (ctx->driver == COGL_DRIVER_GLES1)
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switch (fog_state->mode)
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{
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case COGL_FOG_MODE_LINEAR:
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gl_mode = GL_LINEAR;
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break;
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case COGL_FOG_MODE_EXPONENTIAL:
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gl_mode = GL_EXP;
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break;
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case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
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gl_mode = GL_EXP2;
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break;
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}
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/* TODO: support other modes for GLES2 */
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/* NB: GLES doesn't have glFogi */
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GE (ctx, glFogf (GL_FOG_MODE, gl_mode));
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GE (ctx, glHint (GL_FOG_HINT, GL_NICEST));
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GE (ctx, glFogf (GL_FOG_DENSITY, fog_state->density));
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GE (ctx, glFogf (GL_FOG_START, fog_state->z_near));
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GE (ctx, glFogf (GL_FOG_END, fog_state->z_far));
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}
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else
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GE (ctx, glDisable (GL_FOG));
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}
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return TRUE;
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}
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const CoglPipelineFragend _cogl_pipeline_fixed_fragend =
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{
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_cogl_pipeline_fragend_fixed_start,
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_cogl_pipeline_fragend_fixed_add_layer,
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NULL, /* passthrough */
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_cogl_pipeline_fragend_fixed_end,
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NULL, /* pipeline_change_notify */
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NULL, /* pipeline_set_parent_notify */
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NULL, /* layer_change_notify */
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};
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#endif /* COGL_PIPELINE_FRAGEND_FIXED */
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