4efcd4e6a6
As part of an on-going effort to enable non-opengl drivers for Cogl this splits out the GL specific code in cogl-attribute.c into cogl/driver/gl/cogl-attribute-gl.c Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 7e20c39c47fa176aa5062867ff273bc2c41a2f22)
439 lines
14 KiB
C
439 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) 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
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* <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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* 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-util.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-attribute.h"
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#include "cogl-attribute-private.h"
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#include "cogl-pipeline.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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#include "cogl-pipeline-progend-glsl-private.h"
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#endif
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#include "cogl-private.h"
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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static void _cogl_attribute_free (CoglAttribute *attribute);
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COGL_OBJECT_DEFINE (Attribute, attribute);
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static CoglBool
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validate_cogl_attribute_name (const char *name,
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char **real_attribute_name,
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CoglAttributeNameID *name_id,
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CoglBool *normalized,
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int *texture_unit)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "position_in") == 0)
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*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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else if (strcmp (name, "color_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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{
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*real_attribute_name = "cogl_tex_coord0_in";
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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char *endptr;
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*texture_unit = strtoul (name + 9, &endptr, 10);
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if (strcmp (endptr, "_in") != 0)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord_in\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglAttributeNameState *
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_cogl_attribute_register_attribute_name (CoglContext *context,
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const char *name)
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{
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CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
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int name_index = context->n_attribute_names++;
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char *name_copy = g_strdup (name);
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name_state->name = NULL;
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name_state->name_index = name_index;
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if (strncmp (name, "cogl_", 5) == 0)
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{
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if (!validate_cogl_attribute_name (name,
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&name_state->name,
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&name_state->name_id,
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&name_state->normalized_default,
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&name_state->texture_unit))
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goto error;
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}
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else
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{
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name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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name_state->normalized_default = FALSE;
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name_state->texture_unit = 0;
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}
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if (name_state->name == NULL)
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name_state->name = name_copy;
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g_hash_table_insert (context->attribute_name_states_hash,
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name_copy, name_state);
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if (G_UNLIKELY (context->attribute_name_index_map == NULL))
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context->attribute_name_index_map =
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g_array_new (FALSE, FALSE, sizeof (void *));
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g_array_set_size (context->attribute_name_index_map, name_index + 1);
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g_array_index (context->attribute_name_index_map,
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CoglAttributeNameState *, name_index) = name_state;
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return name_state;
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error:
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g_free (name_state);
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return NULL;
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}
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CoglAttribute *
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cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
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const char *name,
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size_t stride,
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size_t offset,
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int n_components,
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CoglAttributeType type)
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{
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CoglAttribute *attribute = g_slice_new (CoglAttribute);
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/* FIXME: retrieve the context from the buffer */
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_COGL_GET_CONTEXT (ctx, NULL);
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attribute->name_state =
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g_hash_table_lookup (ctx->attribute_name_states_hash, name);
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if (!attribute->name_state)
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{
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CoglAttributeNameState *name_state =
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_cogl_attribute_register_attribute_name (ctx, name);
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if (!name_state)
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goto error;
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attribute->name_state = name_state;
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}
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attribute->attribute_buffer = cogl_object_ref (attribute_buffer);
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attribute->stride = stride;
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attribute->offset = offset;
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attribute->n_components = n_components;
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attribute->type = type;
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attribute->immutable_ref = 0;
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if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
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{
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switch (attribute->name_state->name_id)
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{
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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break;
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case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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break;
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default:
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g_warn_if_reached ();
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}
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attribute->normalized = attribute->name_state->normalized_default;
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}
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else
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attribute->normalized = FALSE;
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return _cogl_attribute_object_new (attribute);
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error:
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_cogl_attribute_free (attribute);
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return NULL;
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}
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CoglBool
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cogl_attribute_get_normalized (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static CoglBool seen = FALSE;
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if (!seen)
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{
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g_warning ("Mid-scene modification of attributes has "
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"undefined results\n");
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seen = TRUE;
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}
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}
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void
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cogl_attribute_set_normalized (CoglAttribute *attribute,
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CoglBool normalized)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
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}
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CoglAttributeBuffer *
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cogl_attribute_get_buffer (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
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return attribute->attribute_buffer;
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}
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void
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cogl_attribute_set_buffer (CoglAttribute *attribute,
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CoglAttributeBuffer *attribute_buffer)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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cogl_object_ref (attribute_buffer);
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cogl_object_unref (attribute->attribute_buffer);
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attribute->attribute_buffer = attribute_buffer;
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}
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CoglAttribute *
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_cogl_attribute_immutable_ref (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
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attribute->immutable_ref++;
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_cogl_buffer_immutable_ref (COGL_BUFFER (attribute->attribute_buffer));
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return attribute;
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}
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void
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_cogl_attribute_immutable_unref (CoglAttribute *attribute)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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_COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0);
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attribute->immutable_ref--;
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_cogl_buffer_immutable_unref (COGL_BUFFER (attribute->attribute_buffer));
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}
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static void
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_cogl_attribute_free (CoglAttribute *attribute)
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{
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cogl_object_unref (attribute->attribute_buffer);
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g_slice_free (CoglAttribute, attribute);
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}
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static CoglBool
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validate_layer_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
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{
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CoglTexture *texture =
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cogl_pipeline_get_layer_texture (pipeline, layer_index);
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CoglFlushLayerState *state = user_data;
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CoglBool status = TRUE;
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/* invalid textures will be handled correctly in
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* _cogl_pipeline_flush_layers_gl_state */
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if (texture == NULL)
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goto validated;
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_cogl_texture_flush_journal_rendering (texture);
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/* Give the texture a chance to know that we're rendering
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non-quad shaped primitives. If the texture is in an atlas it
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will be migrated */
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_cogl_texture_ensure_non_quad_rendering (texture);
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/* We need to ensure the mipmaps are ready before deciding
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* anything else about the texture because the texture storate
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* could completely change if it needs to be migrated out of the
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* atlas and will affect how we validate the layer.
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*/
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_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
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if (!_cogl_texture_can_hardware_repeat (texture))
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{
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g_warning ("Disabling layer %d of the current source material, "
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"because texturing with the vertex buffer API is not "
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"currently supported using sliced textures, or textures "
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"with waste\n", layer_index);
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/* XXX: maybe we can add a mechanism for users to forcibly use
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* textures with waste where it would be their responsability to use
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* texture coords in the range [0,1] such that sampling outside isn't
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* required. We can then use a texture matrix (or a modification of
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* the users own matrix) to map 1 to the edge of the texture data.
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*
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* Potentially, given the same guarantee as above we could also
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* support a single sliced layer too. We would have to redraw the
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* vertices once for each layer, each time with a fiddled texture
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* matrix.
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*/
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state->fallback_layers |= (1 << state->unit);
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state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
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}
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validated:
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state->unit++;
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return status;
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}
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void
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_cogl_flush_attributes_state (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglDrawFlags flags,
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CoglAttribute **attributes,
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int n_attributes)
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{
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CoglContext *ctx = framebuffer->context;
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CoglFlushLayerState layers_state;
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if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
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_cogl_journal_flush (framebuffer->journal);
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layers_state.unit = 0;
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layers_state.options.flags = 0;
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layers_state.fallback_layers = 0;
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if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
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cogl_pipeline_foreach_layer (pipeline,
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validate_layer_cb,
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&layers_state);
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/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
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* as the pipeline state) when flushing the clip stack, so should
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* always be done first when preparing to draw. We need to do this
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* before setting up the array pointers because setting up the clip
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* stack can cause some drawing which would change the array
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* pointers. */
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if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
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_cogl_framebuffer_flush_state (framebuffer,
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framebuffer,
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COGL_FRAMEBUFFER_STATE_ALL);
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/* In cogl_read_pixels we have a fast-path when reading a single
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* pixel and the scene is just comprised of simple rectangles still
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* in the journal. For this optimization to work we need to track
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* when the framebuffer really does get drawn to. */
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_cogl_framebuffer_dirty (framebuffer);
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if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) &&
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G_UNLIKELY (ctx->legacy_state_set) &&
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_cogl_get_enable_legacy_state ())
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{
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/* If we haven't already created a derived pipeline... */
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if (!copy)
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{
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copy = cogl_pipeline_copy (pipeline);
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pipeline = copy;
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}
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_cogl_pipeline_apply_legacy_state (pipeline);
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}
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ctx->driver_vtable->flush_attributes_state (framebuffer,
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pipeline,
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&layers_state,
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flags,
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attributes,
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n_attributes);
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if (copy)
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cogl_object_unref (copy);
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}
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