Support and require Clutter 1.2
- Specify a minimum version of Clutter-1.2.0 - Remove conditionalizatin and always use Clutter-1.1 framebuffer API rather than raw GL fbos - Replace deprecated cogl_material/texture_unref() with cogl_handle_unref() https://bugzilla.gnome.org/show_bug.cgi?id=610862
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4 changed files with 10 additions and 198 deletions
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@ -249,7 +249,7 @@ else
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AC_MSG_ERROR([no. Mutter requires the Xcomposite extension to build.])
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fi
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CLUTTER_VERSION=1.0.0
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CLUTTER_VERSION=1.2.0
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CLUTTER_PACKAGE=clutter-1.0
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AC_SUBST(CLUTTER_PACKAGE)
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if $PKG_CONFIG --atleast-version $CLUTTER_VERSION $CLUTTER_PACKAGE ; then
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@ -124,18 +124,18 @@ mutter_shaped_texture_dispose (GObject *object)
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if (priv->material != COGL_INVALID_HANDLE)
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{
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cogl_material_unref (priv->material);
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cogl_handle_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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}
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if (priv->material_unshaped != COGL_INVALID_HANDLE)
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{
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cogl_material_unref (priv->material_unshaped);
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cogl_handle_unref (priv->material_unshaped);
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priv->material_unshaped = COGL_INVALID_HANDLE;
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}
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#if 1 /* see comment in mutter_shaped_texture_paint */
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if (priv->material_workaround != COGL_INVALID_HANDLE)
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{
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cogl_material_unref (priv->material_workaround);
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cogl_handle_unref (priv->material_workaround);
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priv->material_workaround = COGL_INVALID_HANDLE;
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}
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#endif
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@ -194,7 +194,7 @@ mutter_shaped_texture_dirty_mask (MutterShapedTexture *stex)
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if (mask_gl_target == GL_TEXTURE_RECTANGLE_ARB)
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glDeleteTextures (1, &mask_gl_tex);
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cogl_texture_unref (priv->mask_texture);
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cogl_handle_unref (priv->mask_texture);
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priv->mask_texture = COGL_INVALID_HANDLE;
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}
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}
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@ -31,15 +31,6 @@
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#define M_LOG2E 1.4426950408889634074
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#endif
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#if !CLUTTER_CHECK_VERSION(1,1,3)
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static PFNGLACTIVETEXTUREARBPROC activeTexture;
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static PFNGLGENFRAMEBUFFERSPROC genFramebuffers;
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static PFNGLDELETEFRAMEBUFFERSPROC deleteFramebuffers;
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static PFNGLBINDFRAMEBUFFERPROC bindFramebuffer;
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static PFNGLFRAMEBUFFERTEXTURE2DPROC framebufferTexture2D;
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#endif
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#define MAX_TEXTURE_LEVELS 12
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/* If the texture format in memory doesn't match this, then Mesa
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@ -68,11 +59,7 @@ struct _MutterTextureTower
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{
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int n_levels;
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CoglHandle textures[MAX_TEXTURE_LEVELS];
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#if CLUTTER_CHECK_VERSION(1,1,3)
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CoglHandle fbos[MAX_TEXTURE_LEVELS];
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#else
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GLuint fbos[MAX_TEXTURE_LEVELS];
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#endif
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Box invalid[MAX_TEXTURE_LEVELS];
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};
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@ -131,7 +118,7 @@ free_texture (CoglHandle texture)
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if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
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glDeleteTextures (1, &gl_tex);
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cogl_texture_unref (texture);
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cogl_handle_unref (texture);
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}
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/**
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@ -165,22 +152,14 @@ mutter_texture_tower_set_base_texture (MutterTextureTower *tower,
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tower->textures[i] = COGL_INVALID_HANDLE;
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}
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#if CLUTTER_CHECK_VERSION(1,1,3)
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if (tower->fbos[i] != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (tower->fbos[i]);
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tower->fbos[i] = COGL_INVALID_HANDLE;
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}
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#else
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if (tower->fbos[i] != 0)
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{
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(*deleteFramebuffers) (1, &tower->fbos[i]);
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tower->fbos[i] = 0;
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}
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#endif
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}
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cogl_texture_unref (tower->textures[0]);
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cogl_handle_unref (tower->textures[0]);
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}
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tower->textures[0] = texture;
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@ -189,7 +168,7 @@ mutter_texture_tower_set_base_texture (MutterTextureTower *tower,
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{
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int width, height;
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cogl_texture_ref (tower->textures[0]);
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cogl_handle_ref (tower->textures[0]);
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width = cogl_texture_get_width (tower->textures[0]);
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height = cogl_texture_get_height (tower->textures[0]);
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@ -429,17 +408,6 @@ texture_tower_create_texture (MutterTextureTower *tower,
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tower->invalid[level].y2 = height;
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}
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/* The COGL fbo (render-to-texture) support is pretty hard to use in
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* Clutter 1.0; there's no way to save and restore the old projection
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* matrix and viewport without ugly workarounds that require explicit
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* access to the ClutterStage. In Clutter 1.2, the save/restore is
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* automatic. For now, until we depend on Clutter 1.2, we use GL
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* directly for render-to-texture. The main downside (other than
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* a lot of verbosity) is that we have to save the state, reset anything
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* that we think COGL might have left in a way we don't want it, then
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* restore the old state.
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*/
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#if CLUTTER_CHECK_VERSION(1,1,3)
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static gboolean
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texture_tower_revalidate_fbo (MutterTextureTower *tower,
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int level)
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@ -478,162 +446,6 @@ texture_tower_revalidate_fbo (MutterTextureTower *tower,
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return TRUE;
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}
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#else
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static void
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initialize_gl_functions (void)
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{
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static gboolean initialized = FALSE;
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if (!initialized)
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{
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initialized = TRUE;
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activeTexture = (PFNGLACTIVETEXTUREARBPROC) cogl_get_proc_address ("glActiveTextureARB");
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genFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) cogl_get_proc_address ("glGenFramebuffersEXT");
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deleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) cogl_get_proc_address ("glDeleteFramebuffersEXT");
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bindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) cogl_get_proc_address ("glBindFramebufferEXT");
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framebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) cogl_get_proc_address ("glFramebufferTexture2D");
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}
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}
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static gboolean
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texture_tower_revalidate_fbo (MutterTextureTower *tower,
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int level)
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{
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CoglHandle source_texture = tower->textures[level - 1];
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int source_texture_width = cogl_texture_get_width (source_texture);
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int source_texture_height = cogl_texture_get_height (source_texture);
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CoglHandle dest_texture = tower->textures[level];
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int dest_texture_width = cogl_texture_get_width (dest_texture);
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int dest_texture_height = cogl_texture_get_height (dest_texture);
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ClutterActorBox source_box;
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Box *dest_box;
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GLuint source_gl_tex;
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GLenum source_gl_target;
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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return FALSE;
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initialize_gl_functions ();
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/* Create the frame-buffer object that renders to the texture, if
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* it doesn't exist; just bind it for rendering if it does */
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if (tower->fbos[level] == 0)
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{
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GLuint dest_gl_tex;
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GLenum dest_gl_target;
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cogl_texture_get_gl_texture (dest_texture, &dest_gl_tex, &dest_gl_target);
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(*genFramebuffers) (1, &tower->fbos[level]);
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(*bindFramebuffer) (GL_FRAMEBUFFER_EXT, tower->fbos[level]);
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(*framebufferTexture2D) (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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dest_gl_target, dest_gl_tex, 0);
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}
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else
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{
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(*bindFramebuffer) (GL_FRAMEBUFFER_EXT, tower->fbos[level]);
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}
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/* Save the old state (other than the transformation matrices) */
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glPushAttrib (GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
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/* And set up the state we need */
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glDisable (GL_BLEND);
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glDisable (GL_SCISSOR_TEST);
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glDisable (GL_STENCIL_TEST);
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glDisable (GL_CLIP_PLANE3);
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glDisable (GL_CLIP_PLANE2);
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glDisable (GL_CLIP_PLANE1);
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glDisable (GL_CLIP_PLANE0);
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cogl_texture_get_gl_texture (source_texture, &source_gl_tex, &source_gl_target);
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(*activeTexture) (GL_TEXTURE0_ARB);
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if (source_gl_target == GL_TEXTURE_2D)
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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else
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glDisable (GL_TEXTURE_2D);
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glEnable (source_gl_target);
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glBindTexture (source_gl_target, source_gl_tex);
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glTexParameteri (source_gl_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (source_gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri (source_gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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/* In theory, we should loop over all the texture units supported
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* by the GL implementation, but here we just assume that no more
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* than three are used by Mutter and all GL implementations we care
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* about will support at least 3.
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*/
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(*activeTexture) (GL_TEXTURE1_ARB);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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(*activeTexture) (GL_TEXTURE2_ARB);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glViewport (0, 0, dest_texture_width, dest_texture_height);
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/* Save the transformation matrices and set up new ones that map
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* coordinates directly onto the destination texture */
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix ();
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glLoadIdentity ();
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity ();
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glOrtho (0, dest_texture_width, 0, dest_texture_height, -1., 1.);
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/* Draw */
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dest_box = &tower->invalid[level];
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if (texture_is_rectangle (source_texture))
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{
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source_box.x1 = 2 * dest_box->x1;
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source_box.y1 = 2 * dest_box->y1;
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source_box.x2 = 2 * dest_box->x2;
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source_box.y2 = 2 * dest_box->y2;
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}
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else
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{
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source_box.x1 = (2. * dest_box->x1) / source_texture_width;
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source_box.y1 = (2. * dest_box->y1) / source_texture_height;
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source_box.x2 = (2. * dest_box->x2) / source_texture_width;
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source_box.y2 = (2. * dest_box->y2) / source_texture_height;
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}
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glColor3f (0., 1., 1.);
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glBegin (GL_QUADS);
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glTexCoord2f (source_box.x1, source_box.y1);
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glVertex2f (dest_box->x1, dest_box->y1);
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glTexCoord2f (source_box.x2, source_box.y1);
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glVertex2f (dest_box->x2, dest_box->y1);
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glTexCoord2f (source_box.x2, source_box.y2);
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glVertex2f (dest_box->x2, dest_box->y2);
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glTexCoord2f (source_box.x1, source_box.y2);
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glVertex2f (dest_box->x1, dest_box->y2);
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glEnd ();
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/* And restore everything back the way we found it */
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix ();
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glPopAttrib ();
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(*bindFramebuffer) (GL_FRAMEBUFFER_EXT, 0);
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return TRUE;
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}
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#endif
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static void
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fill_copy (guchar *buf,
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@ -155,7 +155,7 @@ tidy_texture_frame_unrealize (ClutterActor *self)
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if (priv->material == COGL_INVALID_HANDLE)
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return;
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cogl_material_unref (priv->material);
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cogl_handle_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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if (priv->material)
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{
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cogl_material_unref (priv->material);
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cogl_handle_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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}
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