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5985eef44c
This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
228 lines
7.5 KiB
C
228 lines
7.5 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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.h"
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-context.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include <string.h>
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static CoglContext *_context = NULL;
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gboolean
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cogl_create_context ()
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{
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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gulong enable_flags = 0;
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if (_context != NULL)
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return FALSE;
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/* Allocate context memory */
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_context = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->features_cached = FALSE;
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_context->enable_flags = 0;
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_context->color_alpha = 255;
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_context->material_handles = NULL;
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_context->material_layer_handles = NULL;
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_context->default_material = cogl_material_new ();
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_context->source_material = NULL;
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_context->texture_handles = NULL;
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_context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
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_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
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_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
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_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
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_context->static_indices = g_array_new (FALSE, FALSE, sizeof (GLushort));
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_context->polygon_vertices = g_array_new (FALSE, FALSE,
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sizeof (CoglTextureGLVertex));
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_context->current_material = NULL;
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_context->current_material_flags = 0;
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_context->current_layers = g_array_new (FALSE, FALSE,
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sizeof (CoglLayerInfo));
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_context->n_texcoord_arrays_enabled = 0;
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_context->fbo_handles = NULL;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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_context->blend_src_factor = CGL_SRC_ALPHA;
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_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA;
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_context->shader_handles = NULL;
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_context->program_handles = NULL;
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_context->vertex_buffer_handles = NULL;
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_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
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_context->last_path = 0;
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_context->stencil_material = cogl_material_new ();
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_context->pf_glGenRenderbuffersEXT = NULL;
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_context->pf_glBindRenderbufferEXT = NULL;
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_context->pf_glRenderbufferStorageEXT = NULL;
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_context->pf_glGenFramebuffersEXT = NULL;
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_context->pf_glBindFramebufferEXT = NULL;
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_context->pf_glFramebufferTexture2DEXT = NULL;
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_context->pf_glFramebufferRenderbufferEXT = NULL;
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_context->pf_glCheckFramebufferStatusEXT = NULL;
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_context->pf_glDeleteFramebuffersEXT = NULL;
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_context->pf_glBlitFramebufferEXT = NULL;
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_context->pf_glRenderbufferStorageMultisampleEXT = NULL;
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_context->pf_glCreateProgramObjectARB = NULL;
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_context->pf_glCreateShaderObjectARB = NULL;
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_context->pf_glShaderSourceARB = NULL;
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_context->pf_glCompileShaderARB = NULL;
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_context->pf_glAttachObjectARB = NULL;
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_context->pf_glLinkProgramARB = NULL;
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_context->pf_glUseProgramObjectARB = NULL;
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_context->pf_glGetUniformLocationARB = NULL;
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_context->pf_glDeleteObjectARB = NULL;
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_context->pf_glGetInfoLogARB = NULL;
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_context->pf_glGetObjectParameterivARB = NULL;
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_context->pf_glUniform1fARB = NULL;
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_context->pf_glUniform2fARB = NULL;
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_context->pf_glUniform3fARB = NULL;
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_context->pf_glUniform4fARB = NULL;
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_context->pf_glUniform1fvARB = NULL;
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_context->pf_glUniform2fvARB = NULL;
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_context->pf_glUniform3fvARB = NULL;
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_context->pf_glUniform4fvARB = NULL;
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_context->pf_glUniform1iARB = NULL;
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_context->pf_glUniform2iARB = NULL;
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_context->pf_glUniform3iARB = NULL;
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_context->pf_glUniform4iARB = NULL;
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_context->pf_glUniform1ivARB = NULL;
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_context->pf_glUniform2ivARB = NULL;
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_context->pf_glUniform3ivARB = NULL;
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_context->pf_glUniform4ivARB = NULL;
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_context->pf_glUniformMatrix2fvARB = NULL;
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_context->pf_glUniformMatrix3fvARB = NULL;
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_context->pf_glUniformMatrix4fvARB = NULL;
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_context->pf_glDrawRangeElements = NULL;
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/* Initialise the clip stack */
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_cogl_clip_stack_state_init ();
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/* Create default textures used for fall backs */
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_context->default_gl_texture_2d_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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-1, /* max waste */
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FALSE, /* auto mipmap */
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COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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0, /* auto calc row stride */
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&default_texture_data);
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_context->default_gl_texture_rect_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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-1, /* max waste */
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FALSE, /* auto mipmap */
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COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888,
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0, /* auto calc row stride */
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&default_texture_data);
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cogl_set_source (_context->default_material);
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cogl_material_flush_gl_state (_context->source_material, NULL);
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enable_flags =
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cogl_material_get_cogl_enable_flags (_context->source_material);
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cogl_enable (enable_flags);
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return TRUE;
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}
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void
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cogl_destroy_context ()
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{
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if (_context == NULL)
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return;
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_cogl_clip_stack_state_destroy ();
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if (_context->path_nodes)
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g_array_free (_context->path_nodes, TRUE);
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if (_context->texture_handles)
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g_array_free (_context->texture_handles, TRUE);
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if (_context->fbo_handles)
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g_array_free (_context->fbo_handles, TRUE);
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if (_context->shader_handles)
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g_array_free (_context->shader_handles, TRUE);
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if (_context->program_handles)
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g_array_free (_context->program_handles, TRUE);
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if (_context->default_gl_texture_2d_tex)
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cogl_texture_unref (_context->default_gl_texture_2d_tex);
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if (_context->default_gl_texture_rect_tex)
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cogl_texture_unref (_context->default_gl_texture_rect_tex);
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if (_context->default_material)
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cogl_material_unref (_context->default_material);
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if (_context->journal)
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g_array_free (_context->journal, TRUE);
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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->static_indices)
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g_array_free (_context->static_indices, TRUE);
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if (_context->polygon_vertices)
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g_array_free (_context->polygon_vertices, TRUE);
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if (_context->current_layers)
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g_array_free (_context->current_layers, TRUE);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default ()
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{
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/* Create if doesn't exist yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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