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2b119b07da
cogl-ext-functions.h now contains definitions for all of the core GL and GLES functions that we would normally link to directly. All of the code has changed to access them through the cogl context pointer. The GE macro now takes an extra parameter to specify the context because the macro itself needs to make GL calls but various points in the Cogl source use different names for the context variable.
553 lines
14 KiB
C
553 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) 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 <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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* Havoc Pennington <hp@pobox.com> for litl
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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.h"
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#include "cogl-context-private.h"
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#include "cogl-internal.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-object-private.h"
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typedef struct {
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CoglMatrix matrix;
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gboolean is_identity;
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/* count of pushes with no changes; when a change is
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* requested, we create a new state and decrement this
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*/
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int push_count;
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} CoglMatrixState;
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/**
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* CoglMatrixStack:
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*
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* Stores a cogl-side matrix stack, which we use as a cache
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* so we can get the matrix efficiently when using indirect
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* rendering.
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*/
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struct _CoglMatrixStack
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{
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CoglObject _parent;
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GArray *stack;
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/* which state does GL have, NULL if unknown */
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CoglMatrixState *flushed_state;
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gboolean flushed_identity;
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unsigned int age;
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};
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static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
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COGL_OBJECT_INTERNAL_DEFINE (MatrixStack, matrix_stack);
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/* XXX: this doesn't initialize the matrix! */
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static void
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_cogl_matrix_state_init (CoglMatrixState *state)
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{
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state->push_count = 0;
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state->is_identity = FALSE;
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}
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static CoglMatrixState *
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_cogl_matrix_stack_top (CoglMatrixStack *stack)
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{
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return &g_array_index (stack->stack, CoglMatrixState, stack->stack->len - 1);
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}
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/* XXX:
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* Operations like scale, translate, rotate etc need to have an
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* initialized state->matrix to work with, so they will pass
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* initialize = TRUE.
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*
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* _cogl_matrix_stack_load_identity and _cogl_matrix_stack_set on the
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* other hand don't so they will pass initialize = FALSE
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*
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* NB: Identity matrices are represented by setting
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* state->is_identity=TRUE in which case state->matrix will be
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* uninitialized.
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*/
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static CoglMatrixState *
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_cogl_matrix_stack_top_mutable (CoglMatrixStack *stack,
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gboolean initialize)
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{
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CoglMatrixState *state;
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CoglMatrixState *new_top;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count == 0)
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{
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if (state->is_identity && initialize)
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cogl_matrix_init_identity (&state->matrix);
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return state;
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}
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state->push_count -= 1;
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g_array_set_size (stack->stack, stack->stack->len + 1);
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new_top = &g_array_index (stack->stack, CoglMatrixState,
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stack->stack->len - 1);
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_cogl_matrix_state_init (new_top);
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if (initialize)
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{
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if (state->is_identity)
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cogl_matrix_init_identity (&new_top->matrix);
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else
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new_top->matrix = state->matrix;
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if (stack->flushed_state == state)
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stack->flushed_state = new_top;
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}
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return new_top;
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}
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CoglMatrixStack*
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_cogl_matrix_stack_new (void)
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{
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CoglMatrixStack *stack;
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CoglMatrixState *state;
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stack = g_slice_new0 (CoglMatrixStack);
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stack->stack = g_array_sized_new (FALSE, FALSE,
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sizeof (CoglMatrixState), 10);
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g_array_set_size (stack->stack, 1);
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state = &g_array_index (stack->stack, CoglMatrixState, 0);
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_cogl_matrix_state_init (state);
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state->is_identity = TRUE;
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stack->age = 0;
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return _cogl_matrix_stack_object_new (stack);
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}
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static void
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_cogl_matrix_stack_free (CoglMatrixStack *stack)
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{
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g_array_free (stack->stack, TRUE);
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g_slice_free (CoglMatrixStack, stack);
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}
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void
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_cogl_matrix_stack_push (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* we lazily create a new stack top if someone changes the matrix
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* while push_count > 0
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*/
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state->push_count += 1;
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}
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void
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_cogl_matrix_stack_pop (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count > 0)
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{
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state->push_count -= 1;
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}
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else
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{
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if (stack->stack->len == 1)
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{
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g_warning ("Too many matrix pops");
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return;
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}
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if (stack->flushed_state == state)
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{
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stack->flushed_state = NULL;
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}
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stack->age++;
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g_array_set_size (stack->stack, stack->stack->len - 1);
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}
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}
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void
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_cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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/* NB: Identity matrices are represented by setting
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* state->is_identity = TRUE and leaving state->matrix
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* uninitialized.
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*
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* This is done to optimize the heavy usage of
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* _cogl_matrix_stack_load_identity by the Cogl Journal.
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*/
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if (!state->is_identity)
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{
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state->is_identity = TRUE;
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/* mark dirty */
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stack->flushed_state = NULL;
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stack->age++;
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}
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}
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void
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_cogl_matrix_stack_scale (CoglMatrixStack *stack,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_scale (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_translate (CoglMatrixStack *stack,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_translate (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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float angle,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_rotate (&state->matrix, angle, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_multiply (&state->matrix, &state->matrix, matrix);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_frustum (CoglMatrixStack *stack,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_frustum (&state->matrix,
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left, right, bottom, top,
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z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_perspective (CoglMatrixStack *stack,
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float fov_y,
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float aspect,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_perspective (&state->matrix,
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fov_y, aspect, z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_ortho (CoglMatrixStack *stack,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_ortho (&state->matrix,
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left, right, bottom, top, z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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gboolean
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_cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
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CoglMatrix *inverse)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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return cogl_matrix_get_inverse (&state->matrix, inverse);
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}
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void
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_cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* NB: identity matrices are lazily initialized because we can often avoid
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* initializing them at all if nothing is pushed on top of them since we
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* load them using glLoadIdentity()
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*
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* The Cogl journal typically loads an identiy matrix because it performs
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* software transformations, which is why we have optimized this case.
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*/
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if (state->is_identity)
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cogl_matrix_init_identity (matrix);
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else
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*matrix = state->matrix;
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}
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void
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_cogl_matrix_stack_set (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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state->matrix = *matrix;
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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#ifndef HAVE_COGL_GLES2
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static void
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flush_to_fixed_api_gl (gboolean is_identity,
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const CoglMatrix *matrix,
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void *user_data)
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{
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CoglMatrixStack *stack = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (is_identity)
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{
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if (!stack->flushed_identity)
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GE (ctx, glLoadIdentity ());
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stack->flushed_identity = TRUE;
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}
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else
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{
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GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)) );
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stack->flushed_identity = FALSE;
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}
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}
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#endif /* HAVE_COGL_GLES2 */
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void
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_cogl_matrix_stack_prepare_for_flush (CoglMatrixStack *stack,
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CoglMatrixMode mode,
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CoglMatrixStackFlushFunc callback,
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void *user_data)
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{
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CoglMatrixState *state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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state = _cogl_matrix_stack_top (stack);
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/* Because Cogl defines texture coordinates to have a top left origin and
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* because offscreen framebuffers may be used for rendering to textures we
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* always render upside down to offscreen buffers.
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*/
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if (mode == COGL_MATRIX_PROJECTION &&
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cogl_is_offscreen (cogl_get_draw_framebuffer ()))
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{
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CoglMatrix flipped_projection;
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CoglMatrix *projection =
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state->is_identity ? &ctx->identity_matrix : &state->matrix;
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cogl_matrix_multiply (&flipped_projection,
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&ctx->y_flip_matrix, projection);
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callback (FALSE, &flipped_projection, user_data);
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}
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else
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callback (state->is_identity,
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state->is_identity ? &ctx->identity_matrix : &state->matrix,
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user_data);
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}
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void
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_cogl_matrix_stack_flush_to_gl (CoglMatrixStack *stack,
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CoglMatrixMode mode)
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{
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CoglMatrixState *state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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state = _cogl_matrix_stack_top (stack);
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#ifdef HAVE_COGL_GLES2
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/* Under GLES2 we need to flush the matrices differently because
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they are stored in uniforms attached to the program instead of
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the global GL context state. At this point we can't be sure that
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the right program will be generated so instead we'll just store a
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reference to the matrix stack that is intended to be flushed and
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update the uniform once the program is ready. */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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cogl_object_ref (stack);
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if (ctx->flushed_modelview_stack)
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cogl_object_unref (ctx->flushed_modelview_stack);
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ctx->flushed_modelview_stack = stack;
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break;
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case COGL_MATRIX_PROJECTION:
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cogl_object_ref (stack);
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if (ctx->flushed_projection_stack)
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cogl_object_unref (ctx->flushed_projection_stack);
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ctx->flushed_projection_stack = stack;
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break;
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case COGL_MATRIX_TEXTURE:
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/* This shouldn't happen because the texture matrices are
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handled by the GLSL pipeline backend */
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g_assert_not_reached ();
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break;
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}
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#else /* HAVE_COGL_GLES2 */
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if (stack->flushed_state == state)
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return;
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if (ctx->flushed_matrix_mode != mode)
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{
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GLenum gl_mode = 0;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (ctx, glMatrixMode (gl_mode));
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ctx->flushed_matrix_mode = mode;
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}
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_cogl_matrix_stack_prepare_for_flush (stack,
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mode,
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flush_to_fixed_api_gl,
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stack);
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#endif /* HAVE_COGL_GLES2 */
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stack->flushed_state = state;
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}
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void
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_cogl_matrix_stack_dirty (CoglMatrixStack *stack)
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{
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stack->flushed_state = NULL;
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stack->flushed_identity = FALSE;
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}
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unsigned int
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_cogl_matrix_stack_get_age (CoglMatrixStack *stack)
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{
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return stack->age;
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}
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gboolean
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_cogl_matrix_stack_has_identity_flag (CoglMatrixStack *stack)
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{
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return _cogl_matrix_stack_top (stack)->is_identity;
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}
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