The debug macro is seldom used, and it's a bit lame at that.
} } G_STMT_END
#endif
-#define CLUTTER_MARK() CLUTTER_NOTE(MISC, "== mark ==")
-
#define CLUTTER_GLERR() G_STMT_START { \
if (clutter_debug_flags & CLUTTER_DEBUG_GL) { \
GLenum _err = glGetError (); /* roundtrip */ \
#else /* !CLUTTER_ENABLE_DEBUG */
#define CLUTTER_NOTE(type,...) G_STMT_START { } G_STMT_END
-#define CLUTTER_MARK() G_STMT_START { } G_STMT_END
#define CLUTTER_GLERR() G_STMT_START { } G_STMT_END
#define CLUTTER_HAS_DEBUG(type) FALSE
return;
}
- CLUTTER_MARK ();
-
clutter_main_loop_level++;
#ifdef CLUTTER_ENABLE_PROFILE
clutter_main_loop_level--;
- CLUTTER_MARK ();
-
if (clutter_main_loop_level == 0)
CLUTTER_TIMER_STOP (uprof_get_mainloop_context (), mainloop_timer);
}
{
ClutterTexturePrivate *priv = texture->priv;
- CLUTTER_MARK();
-
if (priv->material != COGL_INVALID_HANDLE)
{
/* We want to keep the layer so that the filter settings will
if (priv->material == COGL_INVALID_HANDLE)
return;
- CLUTTER_MARK();
-
if (priv->fbo_source != NULL)
{
/* Free up our fbo handle and texture resources, realize will recreate */
texture = CLUTTER_TEXTURE(actor);
priv = texture->priv;
- CLUTTER_MARK();
-
if (priv->fbo_source)
{
CoglTextureFlags flags = COGL_TEXTURE_NONE;
priv = texture->priv;
- CLUTTER_MARK();
-
if (priv->fbo_source != NULL)
{
/* If we parented the texture then unparent it again so that it