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https://github.com/brl/mutter.git
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b2f2e69264
Instead of storing a pointer to the CoglRectangleMap and a handle to the atlas texture in the context, there is a now a separate data structure called a CoglAtlas to manage these two. The context just contains a pointer to this. The code to reorganise the atlas has been moved from cogl-atlas-texture.c to cogl-atlas.c
326 lines
10 KiB
C
326 lines
10 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) 2007,2008,2009 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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#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-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include "cogl-material-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-path-private.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#define glActiveTexture _context->drv.pf_glActiveTexture
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#endif
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/* This isn't defined in the GLES headers */
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#ifndef GL_POINT_SPRITE
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#define GL_POINT_SPRITE 0x8861
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#endif
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extern void
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_cogl_create_context_driver (CoglContext *context);
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extern void
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_cogl_create_context_winsys (CoglContext *context);
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extern void
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_cogl_destroy_context_winsys (CoglContext *context);
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static CoglContext *_context = NULL;
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static gboolean gl_is_indirect = FALSE;
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static gboolean
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cogl_create_context (void)
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{
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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unsigned long enable_flags = 0;
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CoglHandle window_buffer;
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int i;
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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->feature_flags_private = 0;
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_context->features_cached = FALSE;
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_context->texture_types = NULL;
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_context->buffer_types = NULL;
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/* Initialise the driver specific state */
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/* TODO: combine these two into one function */
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_cogl_create_context_driver (_context);
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_cogl_features_init ();
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_cogl_create_context_winsys (_context);
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_cogl_material_init_default_material ();
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_cogl_material_init_default_layers ();
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_context->enable_flags = 0;
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_context->enable_backface_culling = FALSE;
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_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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_context->indirect = gl_is_indirect;
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cogl_matrix_init_identity (&_context->identity_matrix);
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cogl_matrix_init_identity (&_context->y_flip_matrix);
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cogl_matrix_scale (&_context->y_flip_matrix, 1, -1, 1);
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_context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
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_context->texture_units =
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g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
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/* See cogl-material.c for more details about why we leave texture unit 1
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* active by default... */
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_context->active_texture_unit = 1;
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GE (glActiveTexture (GL_TEXTURE1));
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_context->legacy_fog_state.enabled = FALSE;
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_context->simple_material = cogl_material_new ();
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_context->source_material = NULL;
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_context->arbfp_source_buffer = g_string_new ("");
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_context->legacy_state_set = 0;
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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->current_material = NULL;
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_context->current_material_changes_since_flush = 0;
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_context->current_material_skip_gl_color = FALSE;
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_context->material0_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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_context->material1_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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_cogl_bitmask_init (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_init (&_context->temp_bitmask);
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_cogl_bitmask_init (&_context->texcoord_arrays_to_disable);
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_context->max_texture_units = -1;
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_context->max_texture_image_units = -1;
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_context->max_activateable_texture_units = -1;
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_context->current_program = COGL_INVALID_HANDLE;
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_context->current_use_program_type = COGL_MATERIAL_PROGRAM_TYPE_FIXED;
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_context->current_gl_program = 0;
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_context->gl_blend_enable_cache = FALSE;
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_context->depth_test_enabled_cache = FALSE;
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_context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
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_context->depth_writing_enabled_cache = TRUE;
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_context->depth_range_near_cache = 0;
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_context->depth_range_far_cache = 1;
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_context->point_size_cache = 1.0f;
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_context->legacy_depth_test_enabled = FALSE;
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for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
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_context->current_buffer[i] = NULL;
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_context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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window_buffer = _cogl_onscreen_new ();
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cogl_set_framebuffer (window_buffer);
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/* XXX: the deprecated _cogl_set_draw_buffer API expects to
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* find the window buffer here... */
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_context->window_buffer = window_buffer;
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_context->dirty_bound_framebuffer = TRUE;
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_context->dirty_gl_viewport = TRUE;
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_context->current_path = _cogl_path_new ();
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_context->stencil_material = cogl_material_new ();
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_context->in_begin_gl_block = FALSE;
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_context->quad_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_indices_short = COGL_INVALID_HANDLE;
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_context->quad_indices_short_len = 0;
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_context->texture_download_material = COGL_INVALID_HANDLE;
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/* The default for GL_ALPHA_TEST is to always pass which is equivalent to
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* the test being disabled therefore we assume that for all drivers there
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* will be no performance impact if we always leave the test enabled which
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* makes things a bit simpler for us. */
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GE (glEnable (GL_ALPHA_TEST));
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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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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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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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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* auto calc row stride */
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default_texture_data);
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cogl_set_source (_context->simple_material);
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_cogl_material_flush_gl_state (_context->source_material, FALSE);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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_context->atlas = NULL;
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/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
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unless GL_COORD_REPLACE is enabled for an individual
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layer. Therefore it seems like it should be ok to just leave it
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enabled all the time instead of having to have a set property on
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each material to track whether any layers have point sprite
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coords enabled */
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if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
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GE (glEnable (GL_POINT_SPRITE));
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return TRUE;
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}
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void
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_cogl_destroy_context (void)
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{
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if (_context == NULL)
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return;
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_cogl_destroy_context_winsys (_context);
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_cogl_destroy_texture_units ();
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_cogl_free_framebuffer_stack (_context->framebuffer_stack);
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if (_context->current_path)
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cogl_handle_unref (_context->current_path);
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if (_context->default_gl_texture_2d_tex)
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cogl_handle_unref (_context->default_gl_texture_2d_tex);
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if (_context->default_gl_texture_rect_tex)
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cogl_handle_unref (_context->default_gl_texture_rect_tex);
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if (_context->simple_material)
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cogl_handle_unref (_context->simple_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->quad_indices_byte)
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cogl_handle_unref (_context->quad_indices_byte);
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if (_context->quad_indices_short)
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cogl_handle_unref (_context->quad_indices_short);
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if (_context->default_material)
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cogl_handle_unref (_context->default_material);
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if (_context->dummy_layer_dependant)
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cogl_handle_unref (_context->dummy_layer_dependant);
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if (_context->default_layer_n)
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cogl_handle_unref (_context->default_layer_n);
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if (_context->default_layer_0)
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cogl_handle_unref (_context->default_layer_0);
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if (_context->atlas)
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_cogl_atlas_free (_context->atlas);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_destroy (&_context->temp_bitmask);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
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g_slist_free (_context->texture_types);
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g_slist_free (_context->buffer_types);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default (void)
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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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/**
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* _cogl_set_indirect_context:
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* @indirect: TRUE if GL context is indirect
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*
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* Advises COGL that the GL context is indirect (commands are sent
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* over a socket). COGL uses this information to try to avoid
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* round-trips in its use of GL, for example.
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*
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* This function cannot be called "on the fly," only before COGL
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* initializes.
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*/
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void
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_cogl_set_indirect_context (gboolean indirect)
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{
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/* we get called multiple times if someone creates
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* more than the default stage
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*/
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if (_context != NULL)
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{
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if (indirect != _context->indirect)
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g_warning ("Right now all stages will be treated as "
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"either direct or indirect, ignoring attempt "
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"to change to indirect=%d", indirect);
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return;
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}
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gl_is_indirect = indirect;
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}
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