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4c3dadd35e
As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
495 lines
15 KiB
C
495 lines
15 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "cogl-pango-display-list.h"
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#include "cogl/cogl-context-private.h"
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typedef enum
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{
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COGL_PANGO_DISPLAY_LIST_TEXTURE,
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COGL_PANGO_DISPLAY_LIST_RECTANGLE,
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COGL_PANGO_DISPLAY_LIST_TRAPEZOID
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
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struct _CoglPangoDisplayList
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{
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gboolean color_override;
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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CoglPangoPipelineCache *pipeline_cache;
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};
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/* This matches the format expected by cogl_rectangles_with_texture_coords */
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struct _CoglPangoDisplayListRectangle
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{
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float x_1, y_1, x_2, y_2;
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float s_1, t_1, s_2, t_2;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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gboolean color_override;
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CoglColor color;
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CoglPipeline *pipeline;
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union
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{
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struct
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{
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/* The texture to render these coords from */
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CoglTexture *texture;
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/* Array of rectangles in the format expected by
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cogl_rectangles_with_texture_coords */
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GArray *rectangles;
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/* A primitive representing those vertices */
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CoglPrimitive *primitive;
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} texture;
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struct
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{
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float x_1, y_1;
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float x_2, y_2;
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} rectangle;
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struct
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{
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float y_1;
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float x_11;
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float x_21;
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float y_2;
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float x_12;
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float x_22;
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} trapezoid;
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} d;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
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{
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CoglPangoDisplayList *dl = g_slice_new0 (CoglPangoDisplayList);
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dl->pipeline_cache = pipeline_cache;
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return dl;
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}
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static void
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_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node)
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{
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if (dl->last_node)
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dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
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else
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dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
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}
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void
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_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color_override = TRUE;
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
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{
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dl->color_override = FALSE;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglTexture *texture,
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float x_1, float y_1,
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float x_2, float y_2,
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float tx_1, float ty_1,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListRectangle *rectangle;
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/* Add to the last node if it is a texture node with the same
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target texture */
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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& (dl->color_override
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? (node->color_override && cogl_color_equal (&dl->color, &node->color))
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.primitive != NULL)
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{
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cogl_object_unref (node->d.texture.primitive);
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node->d.texture.primitive = NULL;
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}
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}
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else
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{
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/* Otherwise create a new node */
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->pipeline = NULL;
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node->d.texture.texture = cogl_object_ref (texture);
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node->d.texture.rectangles
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
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node->d.texture.primitive = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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g_array_set_size (node->d.texture.rectangles,
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node->d.texture.rectangles->len + 1);
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rectangle = &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle,
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node->d.texture.rectangles->len - 1);
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rectangle->x_1 = x_1;
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rectangle->y_1 = y_1;
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rectangle->x_2 = x_2;
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rectangle->y_2 = y_2;
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rectangle->s_1 = tx_1;
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rectangle->t_1 = ty_1;
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rectangle->s_2 = tx_2;
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rectangle->t_2 = ty_2;
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}
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void
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_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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float x_1, float y_1,
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float x_2, float y_2)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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node->d.rectangle.x_2 = x_2;
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node->d.rectangle.y_2 = y_2;
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node->pipeline = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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void
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_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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float y_1,
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float x_11,
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float x_21,
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float y_2,
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float x_12,
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float x_22)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.trapezoid.y_1 = y_1;
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node->d.trapezoid.x_11 = x_11;
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node->d.trapezoid.x_21 = x_21;
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node->d.trapezoid.y_2 = y_2;
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node->d.trapezoid.x_12 = x_12;
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node->d.trapezoid.x_22 = x_22;
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node->pipeline = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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static void
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emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
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{
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cogl_rectangles_with_texture_coords ((float *)
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node->d.texture.rectangles->data,
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node->d.texture.rectangles->len);
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}
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static void
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emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* It's expensive to go through the Cogl journal for large runs
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* of text in part because the journal transforms the quads in software
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* to avoid changing the modelview matrix. So for larger runs of text
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* we load the vertices into a VBO, and this has the added advantage
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* that if the text doesn't change from frame to frame the VBO can
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* be re-used avoiding the repeated cost of validating the data and
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* mapping it into the GPU... */
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if (node->d.texture.primitive == NULL)
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{
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CoglAttributeBuffer *buffer;
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CoglVertexP2T2 *verts, *v;
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int n_verts;
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gboolean allocated = FALSE;
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CoglAttribute *attributes[2];
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CoglPrimitive *prim;
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int i;
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n_verts = node->d.texture.rectangles->len * 4;
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buffer
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= cogl_attribute_buffer_new (n_verts * sizeof (CoglVertexP2T2), NULL);
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if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
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{
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verts = g_new (CoglVertexP2T2, n_verts);
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allocated = TRUE;
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}
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v = verts;
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/* Copy the rectangles into the buffer and expand into four
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vertices instead of just two */
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for (i = 0; i < node->d.texture.rectangles->len; i++)
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{
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const CoglPangoDisplayListRectangle *rectangle
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= &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle, i);
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v->x = rectangle->x_1;
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v->y = rectangle->y_1;
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v->s = rectangle->s_1;
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v->t = rectangle->t_1;
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v++;
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v->x = rectangle->x_1;
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v->y = rectangle->y_2;
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v->s = rectangle->s_1;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_2;
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v->s = rectangle->s_2;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_1;
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v->s = rectangle->s_2;
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v->t = rectangle->t_1;
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v++;
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}
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if (allocated)
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{
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cogl_buffer_set_data (COGL_BUFFER (buffer),
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0, /* offset */
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verts,
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sizeof (CoglVertexP2T2) * n_verts);
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g_free (verts);
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}
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else
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cogl_buffer_unmap (COGL_BUFFER (buffer));
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attributes[0] = cogl_attribute_new (buffer,
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"cogl_position_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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n_verts,
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attributes,
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2 /* n_attributes */);
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#ifdef CLUTTER_COGL_HAS_GL
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if (ctx->driver == COGL_DRIVER_GL)
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cogl_primitive_set_mode (prim, GL_QUADS);
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else
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#endif
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO
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with indexed vertices to generate GL_TRIANGLES from the
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quads */
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CoglIndices *indices =
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cogl_get_rectangle_indices (node->d.texture.rectangles->len);
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cogl_primitive_set_indices (prim, indices);
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cogl_primitive_set_n_vertices (prim,
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node->d.texture.rectangles->len * 6);
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}
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node->d.texture.primitive = prim;
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cogl_object_unref (buffer);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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}
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cogl_primitive_draw (node->d.texture.primitive);
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}
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static void
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_cogl_pango_display_list_render_texture (CoglPangoDisplayListNode *node)
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{
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/* For small runs of text like icon labels, we can get better performance
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* going through the Cogl journal since text may then be batched together
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* with other geometry. */
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/* FIXME: 25 is a number I plucked out of thin air; it would be good
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* to determine this empirically! */
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if (node->d.texture.rectangles->len < 25)
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emit_rectangles_through_journal (node);
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else
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emit_vertex_buffer_geometry (node);
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}
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void
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_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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GSList *l;
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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CoglColor draw_color;
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if (node->pipeline == NULL)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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node->d.texture.texture);
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else
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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NULL);
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}
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_init_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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cogl_color_premultiply (&draw_color);
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cogl_pipeline_set_color (node->pipeline, &draw_color);
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cogl_push_source (node->pipeline);
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_pango_display_list_render_texture (node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_rectangle (node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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node->d.rectangle.x_2,
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node->d.rectangle.y_2);
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break;
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case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
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{
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float points[8];
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CoglPath *path;
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points[0] = node->d.trapezoid.x_11;
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points[1] = node->d.trapezoid.y_1;
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points[2] = node->d.trapezoid.x_12;
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points[3] = node->d.trapezoid.y_2;
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points[4] = node->d.trapezoid.x_22;
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points[5] = node->d.trapezoid.y_2;
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points[6] = node->d.trapezoid.x_21;
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points[7] = node->d.trapezoid.y_1;
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path = cogl_path_new ();
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cogl_path_polygon (path, points, 4);
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cogl_path_fill (path);
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cogl_object_unref (path);
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}
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break;
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}
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cogl_pop_source ();
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}
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}
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static void
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_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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{
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g_array_free (node->d.texture.rectangles, TRUE);
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if (node->d.texture.texture != NULL)
|
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cogl_object_unref (node->d.texture.texture);
|
|
if (node->d.texture.primitive != NULL)
|
|
cogl_object_unref (node->d.texture.primitive);
|
|
}
|
|
|
|
if (node->pipeline)
|
|
cogl_object_unref (node->pipeline);
|
|
|
|
g_slice_free (CoglPangoDisplayListNode, node);
|
|
}
|
|
|
|
void
|
|
_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
|
|
{
|
|
g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
|
|
g_slist_free (dl->nodes);
|
|
dl->nodes = NULL;
|
|
dl->last_node = NULL;
|
|
}
|
|
|
|
void
|
|
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
|
|
{
|
|
_cogl_pango_display_list_clear (dl);
|
|
g_slice_free (CoglPangoDisplayList, dl);
|
|
}
|