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There are many places in the texture backend that need to do conversion using the CoglBitmap code. Currently none of these functions can throw an error but they do return a value to indicate failure. In future it would make sense if new texture functions could throw an error and in that case they would want to use a CoglBitmap error if the failure was due to the conversion. This moves the internal CoglBitmap error from the quartz backend to be public in cogl-bitmap.h so that it can be used in this way. |
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clutter-actor-invariants.txt | ||
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