path 2.0: update path API for experimental 2.0 API
authorRobert Bragg <robert@linux.intel.com>
Thu, 4 Nov 2010 00:27:47 +0000 (00:27 +0000)
committerRobert Bragg <robert@linux.intel.com>
Thu, 11 Nov 2010 13:17:26 +0000 (13:17 +0000)
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.

The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.

The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.

12 files changed:
clutter/cogl/cogl/Makefile.am
clutter/cogl/cogl/cogl-clip-state.c
clutter/cogl/cogl/cogl-context.c
clutter/cogl/cogl/cogl-context.h
clutter/cogl/cogl/cogl-path-private.h
clutter/cogl/cogl/cogl-path.c
clutter/cogl/cogl/cogl-path.h
clutter/cogl/cogl/cogl.h
clutter/cogl/cogl/cogl2-path.c [new file with mode: 0644]
clutter/cogl/cogl/cogl2-path.h [new file with mode: 0644]
clutter/cogl/pango/cogl-pango-display-list.c
tests/interactive/test-cogl-primitives.c

index 8fceb82..13818b9 100644 (file)
@@ -28,7 +28,6 @@ AM_CPPFLAGS = \
        -DG_DISABLE_DEPRECATED                  \
        -DG_LOG_DOMAIN=\"Cogl-$(COGL_WINSYS)\"  \
        -DCLUTTER_COMPILATION                   \
-       -DCOGL_ENABLE_EXPERIMENTAL_API          \
        $(COGL_DEBUG_CFLAGS)                    \
        $(CLUTTER_DEBUG_CFLAGS)                 \
        $(NULL)
@@ -81,6 +80,10 @@ cogl_public_h = \
        $(srcdir)/cogl.h                        \
        $(NULL)
 
+cogl_experimental_h = \
+       $(srcdir)/cogl2-path.h                  \
+       $(NULL)
+
 # driver sources
 cogl_driver_sources =
 
@@ -194,9 +197,11 @@ cogl_sources_c = \
        $(srcdir)/cogl-primitives-private.h             \
        $(srcdir)/cogl-primitives.h                     \
        $(srcdir)/cogl-primitives.c                     \
-       $(srcdir)/cogl-path-private.h                   \
        $(srcdir)/cogl-path.h                           \
        $(srcdir)/cogl-path.c                           \
+       $(srcdir)/cogl2-path-private.h                  \
+       $(srcdir)/cogl2-path.h                          \
+       $(srcdir)/cogl2-path.c                          \
        $(srcdir)/cogl-bitmap-pixbuf.c                  \
        $(srcdir)/cogl-clip-stack.h                     \
        $(srcdir)/cogl-clip-stack.c                     \
@@ -282,7 +287,7 @@ cogl_sources_c = \
        $(NULL)
 
 if SUPPORT_XLIB
-cogl_public_h += \
+cogl_experimental_h += \
        $(srcdir)/winsys/cogl-texture-pixmap-x11.h
 
 cogl_sources_c += \
@@ -338,14 +343,14 @@ libclutter_cogl_la_LIBADD = -lm $(CLUTTER_LIBS)
 libclutter_cogl_la_SOURCES = $(cogl_sources_c)
 nodist_libclutter_cogl_la_SOURCES = $(BUILT_SOURCES)
 
-# COGL installed headers
+# Cogl installed headers
 cogl_headers = \
        $(cogl_public_h) \
        $(srcdir)/cogl-deprecated.h \
        $(NULL)
 
 coglincludedir = $(includedir)/clutter-@CLUTTER_API_VERSION@/cogl
-coglinclude_HEADERS = $(cogl_headers)
+coglinclude_HEADERS = $(cogl_headers) $(cogl_experimental_h)
 nodist_coglinclude_HEADERS = cogl-defines.h cogl-enum-types.h
 
 -include $(INTROSPECTION_MAKEFILE)
index e261405..71d4d4d 100644 (file)
@@ -176,16 +176,20 @@ cogl_clip_push_from_path_preserve (void)
   cogl_get_modelview_matrix (&modelview_matrix);
 
   clip_state->stacks->data =
-    _cogl_clip_stack_push_from_path (clip_state->stacks->data, cogl_get_path (),
+    _cogl_clip_stack_push_from_path (clip_state->stacks->data,
+                                     ctx->current_path,
                                      &modelview_matrix);
 }
 
 void
 cogl_clip_push_from_path (void)
 {
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
   cogl_clip_push_from_path_preserve ();
 
-  cogl_path_new ();
+  cogl_object_unref (ctx->current_path);
+  ctx->current_path = cogl2_path_new ();
 }
 
 static void
index 1c306e1..bc6f34d 100644 (file)
@@ -35,7 +35,7 @@
 #include "cogl-pipeline-private.h"
 #include "cogl-pipeline-opengl-private.h"
 #include "cogl-framebuffer-private.h"
-#include "cogl-path-private.h"
+#include "cogl2-path.h"
 
 #include <string.h>
 
@@ -197,7 +197,7 @@ cogl_create_context (void)
   _context->dirty_bound_framebuffer = TRUE;
   _context->dirty_gl_viewport = TRUE;
 
-  _context->current_path = _cogl_path_new ();
+  _context->current_path = cogl2_path_new ();
   _context->stencil_pipeline = cogl_pipeline_new ();
 
   _context->in_begin_gl_block = FALSE;
index ac7e630..75fcd22 100644 (file)
@@ -143,7 +143,7 @@ typedef struct
   gboolean          dirty_gl_viewport;
 
   /* Primitives */
-  CoglHandle        current_path;
+  CoglPath         *current_path;
   CoglPipeline     *stencil_pipeline;
 
   /* Pre-generated VBOs containing indices to generate GL_TRIANGLES
index c7fe20d..402300c 100644 (file)
 #ifndef __COGL_PATH_PRIVATE_H
 #define __COGL_PATH_PRIVATE_H
 
-#include "cogl-handle.h"
-#include "cogl-path.h"
-
-#define COGL_PATH(tex) ((CoglPath *)(tex))
+#include "cogl-object.h"
 
 typedef struct _floatVec2
 {
@@ -61,9 +58,9 @@ typedef struct _CoglPathData CoglPathData;
 
 struct _CoglPath
 {
-  CoglHandleObject  _parent;
+  CoglObject _parent;
 
-  CoglPathData     *data;
+  CoglPathData *data;
 };
 
 #define COGL_PATH_N_ATTRIBUTES 2
@@ -88,11 +85,6 @@ struct _CoglPathData
   CoglVertexAttribute *vbo_attributes[COGL_PATH_N_ATTRIBUTES + 1];
 };
 
-/* This is an internal version of cogl_path_new that doesn't affect
-   the current path and just creates a new handle */
-CoglPath *
-_cogl_path_new (void);
-
 void
 _cogl_add_path_to_stencil_buffer (CoglPath  *path,
                                   gboolean   merge,
index 0577f41..4e9353e 100644 (file)
@@ -3,7 +3,7 @@
  *
  * An object oriented GL/GLES Abstraction/Utility Layer
  *
- * Copyright (C) 2007,2008,2009,2010 Intel Corporation.
+ * Copyright (C) 2010 Intel Corporation.
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * Lesser General Public License for more details.
  *
  * You should have received a copy of the GNU Lesser General Public
- * License along with this library. If not, see <http://www.gnu.org/licenses/>.
- *
+ * License along with this library. If not, see
+ * <http://www.gnu.org/licenses/>.
  *
+ * Authors:
+ *  Robert Bragg <robert@linux.intel.com>
  */
 
 #ifdef HAVE_CONFIG_H
 #endif
 
 #include "cogl.h"
-#include "cogl-object.h"
 #include "cogl-internal.h"
 #include "cogl-context.h"
-#include "cogl-journal-private.h"
-#include "cogl-pipeline-private.h"
-#include "cogl-pipeline-opengl-private.h"
-#include "cogl-framebuffer-private.h"
-#include "cogl-path-private.h"
-#include "cogl-texture-private.h"
-#include "cogl-primitives-private.h"
-#include "cogl-path.h"
-#include "cogl-private.h"
-#include "cogl-vertex-attribute-private.h"
-#include "tesselator/tesselator.h"
+#include "cogl2-path.h"
 
 #include <string.h>
 #include <math.h>
 
-#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
-
-#ifdef HAVE_COGL_GL
-#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
-#endif
-
-static void _cogl_path_free (CoglPath *path);
-
-static void _cogl_path_build_vbo (CoglPath *path);
-
-COGL_OBJECT_DEFINE (Path, path);
-
-static void
-_cogl_path_data_unref (CoglPathData *data)
-{
-  if (--data->ref_count <= 0)
-    {
-      g_array_free (data->path_nodes, TRUE);
-
-      if (data->vbo)
-        {
-          int i;
-
-          cogl_object_unref (data->vbo);
-          cogl_object_unref (data->vbo_indices);
-
-          for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
-            cogl_object_unref (data->vbo_attributes[i]);
-        }
-
-      g_slice_free (CoglPathData, data);
-    }
-}
-
-static void
-_cogl_path_modify (CoglPath *path)
-{
-  /* This needs to be called whenever the path is about to be modified
-     to implement copy-on-write semantics */
-
-  /* If there is more than one path using the data then we need to
-     copy the data instead */
-  if (path->data->ref_count != 1)
-    {
-      CoglPathData *old_data = path->data;
-
-      path->data = g_slice_dup (CoglPathData, old_data);
-      path->data->path_nodes = g_array_new (FALSE, FALSE,
-                                            sizeof (CoglPathNode));
-      g_array_append_vals (path->data->path_nodes,
-                           old_data->path_nodes->data,
-                           old_data->path_nodes->len);
-
-      path->data->vbo = COGL_INVALID_HANDLE;
-      path->data->ref_count = 1;
-
-      _cogl_path_data_unref (old_data);
-    }
-  /* The path is altered so the vbo will now be invalid */
-  else if (path->data->vbo)
-    {
-      int i;
-
-      cogl_object_unref (path->data->vbo);
-      cogl_object_unref (path->data->vbo_indices);
-      for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
-        cogl_object_unref (path->data->vbo_attributes[i]);
-
-      path->data->vbo = COGL_INVALID_HANDLE;
-    }
-}
-
+#undef cogl_path_set_fill_rule
 void
 cogl_path_set_fill_rule (CoglPathFillRule fill_rule)
 {
-  CoglPath *path;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  path = COGL_PATH (ctx->current_path);
-
-  if (path->data->fill_rule != fill_rule)
-    {
-      _cogl_path_modify (path);
-
-      path->data->fill_rule = fill_rule;
-    }
+  cogl2_path_set_fill_rule (ctx->current_path, fill_rule);
 }
 
+#undef cogl_path_get_fill_rule
 CoglPathFillRule
 cogl_path_get_fill_rule (void)
 {
-  CoglPath *path;
-
-  _COGL_GET_CONTEXT (ctx, 0);
-
-  path = COGL_PATH (ctx->current_path);
-
-  return path->data->fill_rule;
-}
-
-static void
-_cogl_path_add_node (gboolean new_sub_path,
-                    float x,
-                    float y)
-{
-  CoglPathNode new_node;
-  CoglPath *path;
-  CoglPathData *data;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  path = COGL_PATH (ctx->current_path);
-
-  _cogl_path_modify (path);
-
-  data = path->data;
-
-  new_node.x = x;
-  new_node.y = y;
-  new_node.path_size = 0;
-
-  if (new_sub_path || data->path_nodes->len == 0)
-    data->last_path = data->path_nodes->len;
-
-  g_array_append_val (data->path_nodes, new_node);
-
-  g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
-
-  if (data->path_nodes->len == 1)
-    {
-      data->path_nodes_min.x = data->path_nodes_max.x = x;
-      data->path_nodes_min.y = data->path_nodes_max.y = y;
-    }
-  else
-    {
-      if (x < data->path_nodes_min.x) data->path_nodes_min.x = x;
-      if (x > data->path_nodes_max.x) data->path_nodes_max.x = x;
-      if (y < data->path_nodes_min.y) data->path_nodes_min.y = y;
-      if (y > data->path_nodes_max.y) data->path_nodes_max.y = y;
-    }
-}
-
-static void
-_cogl_path_stroke_nodes (void)
-{
-  unsigned int   path_start = 0;
-  unsigned long  enable_flags = COGL_ENABLE_VERTEX_ARRAY;
-  CoglPathData  *data;
-  CoglPipeline *copy = NULL;
-  CoglPipeline *source;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  data = COGL_PATH (ctx->current_path)->data;
-
-  _cogl_journal_flush ();
-
-  /* NB: _cogl_framebuffer_flush_state may disrupt various state (such
-   * as the pipeline state) when flushing the clip stack, so should
-   * always be done first when preparing to draw. */
-  _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
-
-  _cogl_enable (enable_flags);
-
-  if (G_UNLIKELY (ctx->legacy_state_set))
-    {
-      CoglPipeline *users_source = cogl_get_source ();
-      copy = cogl_pipeline_copy (users_source);
-      _cogl_pipeline_apply_legacy_state (copy);
-      source = copy;
-    }
-  else
-    source = cogl_get_source ();
-
-  if (cogl_pipeline_get_n_layers (source) != 0)
-    {
-      /* If we haven't already created a derivative pipeline... */
-      if (!copy)
-        copy = cogl_pipeline_copy (source);
-      _cogl_pipeline_prune_to_n_layers (copy, 0);
-      source = copy;
-    }
-
-  cogl_push_source (source);
-
-  _cogl_pipeline_flush_gl_state (source, FALSE, 0);
-
-  /* Disable all client texture coordinate arrays */
-  _cogl_bitmask_clear_all (&ctx->temp_bitmask);
-  _cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
-
-  while (path_start < data->path_nodes->len)
-    {
-      CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode,
-                                           path_start);
-
-      GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) );
-      GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) );
-
-      path_start += node->path_size;
-    }
-
-  cogl_pop_source ();
-}
-
-void
-_cogl_path_get_bounds (CoglPath *path,
-                       float *min_x,
-                       float *min_y,
-                       float *max_x,
-                       float *max_y)
-{
-  CoglPathData *data = path->data;
-
-  if (data->path_nodes->len == 0)
-    {
-      *min_x = 0.0f;
-      *min_y = 0.0f;
-      *max_x = 0.0f;
-      *max_y = 0.0f;
-    }
-  else
-    {
-      *min_x = data->path_nodes_min.x;
-      *min_y = data->path_nodes_min.y;
-      *max_x = data->path_nodes_max.x;
-      *max_y = data->path_nodes_max.y;
-    }
-}
-
-static void
-_cogl_path_fill_nodes_with_stencil_buffer (CoglPath *path)
-{
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  g_assert (ctx->current_clip_stack_valid);
-
-  _cogl_add_path_to_stencil_buffer (path,
-                                    ctx->current_clip_stack_uses_stencil,
-                                    FALSE);
-
-  _cogl_rectangle_immediate (path->data->path_nodes_min.x,
-                             path->data->path_nodes_min.y,
-                             path->data->path_nodes_max.x,
-                             path->data->path_nodes_max.y);
-
-  /* The stencil buffer now contains garbage so the clip area needs to
-   * be rebuilt.
-   *
-   * NB: We only ever try and update the clip state during
-   * _cogl_journal_init (when we flush the framebuffer state) which is
-   * only called when the journal first gets something logged in it; so
-   * we call cogl_flush() to emtpy the journal.
-   */
-  _cogl_clip_stack_dirty ();
-}
-
-static void
-_cogl_path_fill_nodes (CoglPath *path)
-{
-  const GList *l;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  /* If any of the layers of the current pipeline contain sliced
-     textures or textures with waste then it won't work to draw the
-     path directly. Instead we can use draw the texture as a quad
-     clipped to the stencil buffer. */
-  for (l = _cogl_pipeline_get_layers (cogl_get_source ()); l; l = l->next)
-    {
-      CoglHandle layer = l->data;
-      CoglHandle texture = _cogl_pipeline_layer_get_texture (layer);
-
-      if (texture != COGL_INVALID_HANDLE &&
-          (cogl_texture_is_sliced (texture) ||
-           !_cogl_texture_can_hardware_repeat (texture)))
-        {
-          if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
-            _cogl_path_fill_nodes_with_stencil_buffer (path);
-          else
-            {
-              static gboolean seen_warning = FALSE;
+  _COGL_GET_CONTEXT (ctx, COGL_PATH_FILL_RULE_EVEN_ODD);
 
-              if (!seen_warning)
-                {
-                  g_warning ("Paths can not be filled using materials with "
-                             "sliced textures unless there is a stencil "
-                             "buffer");
-                  seen_warning = TRUE;
-                }
-            }
-
-          return;
-        }
-    }
-
-  _cogl_path_build_vbo (path);
-
-  _cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
-                                              0, /* first_vertex */
-                                              path->data->vbo_n_indices,
-                                              path->data->vbo_indices,
-                                              path->data->vbo_attributes);
+  return cogl2_path_get_fill_rule (ctx->current_path);
 }
 
+#undef cogl_path_fill
 void
-_cogl_add_path_to_stencil_buffer (CoglPath  *path,
-                                  gboolean   merge,
-                                  gboolean   need_clear)
+cogl_path_fill (void)
 {
-  CoglPathData    *data = path->data;
-  unsigned long    enable_flags = COGL_ENABLE_VERTEX_ARRAY;
-  CoglFramebuffer *framebuffer = _cogl_get_framebuffer ();
-  CoglMatrixStack *modelview_stack =
-    _cogl_framebuffer_get_modelview_stack (framebuffer);
-  CoglMatrixStack *projection_stack =
-    _cogl_framebuffer_get_projection_stack (framebuffer);
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  /* This can be called from the clip stack code which doesn't flush
-     the matrix stacks between calls so we need to ensure they're
-     flushed now */
-  _cogl_matrix_stack_flush_to_gl (modelview_stack,
-                                  COGL_MATRIX_MODELVIEW);
-  _cogl_matrix_stack_flush_to_gl (projection_stack,
-                                  COGL_MATRIX_PROJECTION);
-
-  /* Just setup a simple pipeline that doesn't use texturing... */
-  cogl_push_source (ctx->stencil_pipeline);
-
-  _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
-
-  _cogl_enable (enable_flags);
-
-  GE( glEnable (GL_STENCIL_TEST) );
-
-  GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
-  GE( glDepthMask (FALSE) );
-
-  if (merge)
-    {
-      GE (glStencilMask (2));
-      GE (glStencilFunc (GL_LEQUAL, 0x2, 0x6));
-    }
-  else
-    {
-      /* If we're not using the stencil buffer for clipping then we
-         don't need to clear the whole stencil buffer, just the area
-         that will be drawn */
-      if (need_clear)
-        /* If this is being called from the clip stack code then it
-           will have set up a scissor for the minimum bounding box of
-           all of the clips. That box will likely mean that this
-           _cogl_clear won't need to clear the entire
-           buffer. _cogl_clear is used instead of cogl_clear because
-           it won't try to flush the journal */
-        _cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
-      else
-        {
-          /* Just clear the bounding box */
-          GE( glStencilMask (~(GLuint) 0) );
-          GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
-          _cogl_rectangle_immediate (data->path_nodes_min.x,
-                                     data->path_nodes_min.y,
-                                     data->path_nodes_max.x,
-                                     data->path_nodes_max.y);
-          /* NB: The rectangle may trash the enable flags */
-          _cogl_enable (enable_flags);
-        }
-      GE (glStencilMask (1));
-      GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3));
-    }
-
-  GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
-
-  if (path->data->path_nodes->len >= 3)
-    _cogl_path_fill_nodes (path);
-
-  if (merge)
-    {
-      /* Now we have the new stencil buffer in bit 1 and the old
-         stencil buffer in bit 0 so we need to intersect them */
-      GE (glStencilMask (3));
-      GE (glStencilFunc (GL_NEVER, 0x2, 0x3));
-      GE (glStencilOp (GL_DECR, GL_DECR, GL_DECR));
-      /* Decrement all of the bits twice so that only pixels where the
-         value is 3 will remain */
-
-      _cogl_matrix_stack_push (projection_stack);
-      _cogl_matrix_stack_load_identity (projection_stack);
-      _cogl_matrix_stack_flush_to_gl (projection_stack,
-                                      COGL_MATRIX_PROJECTION);
-
-      _cogl_matrix_stack_push (modelview_stack);
-      _cogl_matrix_stack_load_identity (modelview_stack);
-      _cogl_matrix_stack_flush_to_gl (modelview_stack,
-                                      COGL_MATRIX_MODELVIEW);
-
-      _cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
-      _cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
-
-      _cogl_matrix_stack_pop (modelview_stack);
-      _cogl_matrix_stack_pop (projection_stack);
-    }
-
-  GE (glStencilMask (~(GLuint) 0));
-  GE (glDepthMask (TRUE));
-  GE (glColorMask (TRUE, TRUE, TRUE, TRUE));
-
-  GE (glStencilFunc (GL_EQUAL, 0x1, 0x1));
-  GE (glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
+  cogl2_path_fill (ctx->current_path);
 
-  /* restore the original pipeline */
-  cogl_pop_source ();
-}
-
-void
-cogl_path_fill (void)
-{
-  cogl_path_fill_preserve ();
-
-  cogl_path_new ();
+  cogl_object_unref (ctx->current_path);
+  ctx->current_path = cogl2_path_new ();
 }
 
+#undef cogl_path_fill_preserve
 void
 cogl_path_fill_preserve (void)
 {
-  CoglPath *path;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  path = COGL_PATH (ctx->current_path);
-
-  if (path->data->path_nodes->len < 3)
-    return;
-
-  _cogl_journal_flush ();
-
-  /* NB: _cogl_framebuffer_flush_state may disrupt various state (such
-   * as the pipeline state) when flushing the clip stack, so should
-   * always be done first when preparing to draw. */
-  _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
-
-  _cogl_path_fill_nodes (path);
+  cogl2_path_fill (ctx->current_path);
 }
 
+#undef cogl_path_stroke
 void
 cogl_path_stroke (void)
 {
-  cogl_path_stroke_preserve ();
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  cogl_path_new ();
+  cogl2_path_stroke (ctx->current_path);
+
+  cogl_object_unref (ctx->current_path);
+  ctx->current_path = cogl2_path_new ();
 }
 
+#undef cogl_path_stroke_preserve
 void
 cogl_path_stroke_preserve (void)
 {
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  if (COGL_PATH (ctx->current_path)->data->path_nodes->len == 0)
-    return;
-
-  _cogl_path_stroke_nodes ();
+  cogl2_path_stroke (ctx->current_path);
 }
 
+#undef cogl_path_move_to
 void
 cogl_path_move_to (float x,
                    float y)
 {
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  _cogl_path_add_node (TRUE, x, y);
-
-  data = COGL_PATH (ctx->current_path)->data;
-
-  data->path_start.x = x;
-  data->path_start.y = y;
-
-  data->path_pen = data->path_start;
+  cogl2_path_move_to (ctx->current_path, x, y);
 }
 
+#undef cogl_path_rel_move_to
 void
 cogl_path_rel_move_to (float x,
                        float y)
 {
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  data = COGL_PATH (ctx->current_path)->data;
-
-  cogl_path_move_to (data->path_pen.x + x,
-                     data->path_pen.y + y);
+  cogl2_path_rel_move_to (ctx->current_path, x, y);
 }
 
+#undef cogl_path_line_to
 void
 cogl_path_line_to (float x,
                    float y)
 {
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  _cogl_path_add_node (FALSE, x, y);
-
-  data = COGL_PATH (ctx->current_path)->data;
-
-  data->path_pen.x = x;
-  data->path_pen.y = y;
+  cogl2_path_line_to (ctx->current_path, x, y);
 }
 
+#undef cogl_path_rel_line_to
 void
 cogl_path_rel_line_to (float x,
                        float y)
 {
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  data = COGL_PATH (ctx->current_path)->data;
-
-  cogl_path_line_to (data->path_pen.x + x,
-                     data->path_pen.y + y);
+  cogl2_path_rel_line_to (ctx->current_path, x, y);
 }
 
+#undef cogl_path_close
 void
 cogl_path_close (void)
 {
-  CoglPath *path;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  path = COGL_PATH (ctx->current_path);
-
-  _cogl_path_add_node (FALSE, path->data->path_start.x,
-                       path->data->path_start.y);
-
-  path->data->path_pen = path->data->path_start;
+  cogl2_path_close (ctx->current_path);
 }
 
+#undef cogl_path_new
 void
 cogl_path_new (void)
 {
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
   cogl_object_unref (ctx->current_path);
-  ctx->current_path = _cogl_path_new ();
+  ctx->current_path = cogl2_path_new ();
 }
 
+#undef cogl_path_line
 void
 cogl_path_line (float x_1,
                float y_1,
                float x_2,
                float y_2)
 {
-  cogl_path_move_to (x_1, y_1);
-  cogl_path_line_to (x_2, y_2);
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+  cogl2_path_line (ctx->current_path, x_1, y_1, x_2, y_2);
 }
 
+#undef cogl_path_polyline
 void
 cogl_path_polyline (const float *coords,
                    int num_points)
 {
-  int c = 0;
-
-  cogl_path_move_to (coords[0], coords[1]);
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  for (c = 1; c < num_points; ++c)
-    cogl_path_line_to (coords[2*c], coords[2*c+1]);
+  cogl2_path_polyline (ctx->current_path, coords, num_points);
 }
 
+#undef cogl_path_polygon
 void
 cogl_path_polygon (const float *coords,
-                  int    num_points)
+                  int num_points)
 {
-  cogl_path_polyline (coords, num_points);
-  cogl_path_close ();
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+  cogl2_path_polygon (ctx->current_path, coords, num_points);
 }
 
+#undef cogl_path_rectangle
 void
 cogl_path_rectangle (float x_1,
                      float y_1,
                      float x_2,
                      float y_2)
 {
-  cogl_path_move_to (x_1, y_1);
-  cogl_path_line_to (x_2, y_1);
-  cogl_path_line_to (x_2, y_2);
-  cogl_path_line_to (x_1, y_2);
-  cogl_path_close   ();
-}
-
-static void
-_cogl_path_arc (float center_x,
-               float center_y,
-                float radius_x,
-                float radius_y,
-                float angle_1,
-                float angle_2,
-                float angle_step,
-                unsigned int move_first)
-{
-  float a     = 0x0;
-  float cosa  = 0x0;
-  float sina  = 0x0;
-  float px    = 0x0;
-  float py    = 0x0;
-
-  /* Fix invalid angles */
-
-  if (angle_1 == angle_2 || angle_step == 0x0)
-    return;
-
-  if (angle_step < 0x0)
-    angle_step = -angle_step;
-
-  /* Walk the arc by given step */
-
-  a = angle_1;
-  while (a != angle_2)
-    {
-      cosa = cosf (a * (G_PI/180.0));
-      sina = sinf (a * (G_PI/180.0));
-
-      px = center_x + (cosa * radius_x);
-      py = center_y + (sina * radius_y);
-
-      if (a == angle_1 && move_first)
-       cogl_path_move_to (px, py);
-      else
-       cogl_path_line_to (px, py);
-
-      if (G_LIKELY (angle_2 > angle_1))
-        {
-          a += angle_step;
-          if (a > angle_2)
-            a = angle_2;
-        }
-      else
-        {
-          a -= angle_step;
-          if (a < angle_2)
-            a = angle_2;
-        }
-    }
-
-  /* Make sure the final point is drawn */
-
-  cosa = cosf (angle_2 * (G_PI/180.0));
-  sina = sinf (angle_2 * (G_PI/180.0));
-
-  px = center_x + (cosa * radius_x);
-  py = center_y + (sina * radius_y);
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  cogl_path_line_to (px, py);
+  cogl2_path_rectangle (ctx->current_path, x_1, y_1, x_2, y_2);
 }
 
+#undef cogl_path_arc
 void
 cogl_path_arc (float center_x,
                float center_y,
@@ -713,58 +207,34 @@ cogl_path_arc (float center_x,
                float angle_1,
                float angle_2)
 {
-  float angle_step = 10;
-  /* it is documented that a move to is needed to create a freestanding
-   * arc
-   */
-  _cogl_path_arc (center_x,   center_y,
-                 radius_x,   radius_y,
-                 angle_1,    angle_2,
-                 angle_step, 0 /* no move */);
-}
-
-
-static void
-_cogl_path_rel_arc (float center_x,
-                    float center_y,
-                    float radius_x,
-                    float radius_y,
-                    float angle_1,
-                    float angle_2,
-                    float angle_step)
-{
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  data = COGL_PATH (ctx->current_path)->data;
-
-  _cogl_path_arc (data->path_pen.x + center_x,
-                 data->path_pen.y + center_y,
-                 radius_x,   radius_y,
-                 angle_1,    angle_2,
-                 angle_step, 0 /* no move */);
+  cogl2_path_arc (ctx->current_path,
+                  center_x,
+                  center_y,
+                  radius_x,
+                  radius_y,
+                  angle_1,
+                  angle_2);
 }
 
+#undef cogl_path_ellipse
 void
 cogl_path_ellipse (float center_x,
                    float center_y,
                    float radius_x,
                    float radius_y)
 {
-  float angle_step = 10;
-
-  /* FIXME: if shows to be slow might be optimized
-   * by mirroring just a quarter of it */
-
-  _cogl_path_arc (center_x, center_y,
-                 radius_x, radius_y,
-                 0, 360,
-                 angle_step, 1 /* move first */);
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  cogl_path_close();
+  cogl2_path_ellipse (ctx->current_path,
+                      center_x,
+                      center_y,
+                      radius_x,
+                      radius_y);
 }
 
+#undef cogl_path_round_rectangle
 void
 cogl_path_round_rectangle (float x_1,
                            float y_1,
@@ -773,145 +243,13 @@ cogl_path_round_rectangle (float x_1,
                            float radius,
                            float arc_step)
 {
-  CoglPath *path;
-  float inner_width = x_2 - x_1 - radius * 2;
-  float inner_height = y_2 - y_1 - radius * 2;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  path = COGL_PATH (ctx->current_path);
-
-  cogl_path_move_to (x_1, y_1 + radius);
-  _cogl_path_rel_arc (radius, 0,
-                      radius, radius,
-                      180,
-                      270,
-                      arc_step);
-
-  cogl_path_line_to       (path->data->path_pen.x + inner_width,
-                           path->data->path_pen.y);
-  _cogl_path_rel_arc      (0, radius,
-                           radius, radius,
-                           -90,
-                           0,
-                           arc_step);
-
-  cogl_path_line_to       (path->data->path_pen.x,
-                           path->data->path_pen.y + inner_height);
-
-  _cogl_path_rel_arc      (-radius, 0,
-                           radius, radius,
-                           0,
-                           90,
-                           arc_step);
-
-  cogl_path_line_to       (path->data->path_pen.x - inner_width,
-                           path->data->path_pen.y);
-  _cogl_path_rel_arc      (0, -radius,
-                           radius, radius,
-                           90,
-                           180,
-                           arc_step);
-
-  cogl_path_close ();
-}
-
-
-static void
-_cogl_path_bezier3_sub (CoglBezCubic *cubic)
-{
-  CoglBezCubic   cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
-  CoglBezCubic  *cleft;
-  CoglBezCubic  *cright;
-  CoglBezCubic  *c;
-  floatVec2  dif1;
-  floatVec2  dif2;
-  floatVec2  mm;
-  floatVec2  c1;
-  floatVec2  c2;
-  floatVec2  c3;
-  floatVec2  c4;
-  floatVec2  c5;
-  int           cindex;
-
-  /* Put first curve on stack */
-  cubics[0] = *cubic;
-  cindex    =  0;
-
-  while (cindex >= 0)
-    {
-      c = &cubics[cindex];
-
-
-      /* Calculate distance of control points from their
-       * counterparts on the line between end points */
-      dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
-      dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
-      dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
-      dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
-
-      if (dif1.x < 0)
-        dif1.x = -dif1.x;
-      if (dif1.y < 0)
-        dif1.y = -dif1.y;
-      if (dif2.x < 0)
-        dif2.x = -dif2.x;
-      if (dif2.y < 0)
-        dif2.y = -dif2.y;
-
-
-      /* Pick the greatest of two distances */
-      if (dif1.x < dif2.x) dif1.x = dif2.x;
-      if (dif1.y < dif2.y) dif1.y = dif2.y;
-
-      /* Cancel if the curve is flat enough */
-      if (dif1.x + dif1.y <= 1.0 ||
-         cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
-       {
-         /* Add subdivision point (skip last) */
-         if (cindex == 0)
-            return;
-
-         _cogl_path_add_node (FALSE, c->p4.x, c->p4.y);
-
-         --cindex;
-
-          continue;
-       }
-
-      /* Left recursion goes on top of stack! */
-      cright = c; cleft = &cubics[++cindex];
-
-      /* Subdivide into 2 sub-curves */
-      c1.x = ((c->p1.x + c->p2.x) / 2);
-      c1.y = ((c->p1.y + c->p2.y) / 2);
-      mm.x = ((c->p2.x + c->p3.x) / 2);
-      mm.y = ((c->p2.y + c->p3.y) / 2);
-      c5.x = ((c->p3.x + c->p4.x) / 2);
-      c5.y = ((c->p3.y + c->p4.y) / 2);
-
-      c2.x = ((c1.x + mm.x) / 2);
-      c2.y = ((c1.y + mm.y) / 2);
-      c4.x = ((mm.x + c5.x) / 2);
-      c4.y = ((mm.y + c5.y) / 2);
-
-      c3.x = ((c2.x + c4.x) / 2);
-      c3.y = ((c2.y + c4.y) / 2);
-
-      /* Add left recursion to stack */
-      cleft->p1 = c->p1;
-      cleft->p2 = c1;
-      cleft->p3 = c2;
-      cleft->p4 = c3;
-
-      /* Add right recursion to stack */
-      cright->p1 = c3;
-      cright->p2 = c4;
-      cright->p3 = c5;
-      cright->p4 = c->p4;
-    }
+  cogl2_path_round_rectangle (ctx->current_path,
+                              x_1, y_1, x_2, y_2, radius, arc_step);
 }
 
+#undef cogl_path_curve_to
 void
 cogl_path_curve_to (float x_1,
                     float y_1,
@@ -920,30 +258,13 @@ cogl_path_curve_to (float x_1,
                     float x_3,
                     float y_3)
 {
-  CoglBezCubic cubic;
-  CoglPath *path;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  path = COGL_PATH (ctx->current_path);
-
-  /* Prepare cubic curve */
-  cubic.p1 = path->data->path_pen;
-  cubic.p2.x = x_1;
-  cubic.p2.y = y_1;
-  cubic.p3.x = x_2;
-  cubic.p3.y = y_2;
-  cubic.p4.x = x_3;
-  cubic.p4.y = y_3;
-
-  /* Run subdivision */
-  _cogl_path_bezier3_sub (&cubic);
-
-  /* Add last point */
-  _cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y);
-  path->data->path_pen = cubic.p4;
+  cogl2_path_curve_to (ctx->current_path,
+                       x_1, y_2, x_2, y_2, x_3, y_3);
 }
 
+#undef cogl_path_rel_curve_to
 void
 cogl_path_rel_curve_to (float x_1,
                         float y_1,
@@ -952,181 +273,12 @@ cogl_path_rel_curve_to (float x_1,
                         float x_3,
                         float y_3)
 {
-  CoglPathData *data;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  data = COGL_PATH (ctx->current_path)->data;
-
-  cogl_path_curve_to (data->path_pen.x + x_1,
-                      data->path_pen.y + y_1,
-                      data->path_pen.x + x_2,
-                      data->path_pen.y + y_2,
-                      data->path_pen.x + x_3,
-                      data->path_pen.y + y_3);
-}
-
-CoglPath *
-_cogl_path_new (void)
-{
-  CoglPath *path;
-  CoglPathData *data;
-
-  path = g_slice_new (CoglPath);
-  data = path->data = g_slice_new (CoglPathData);
-
-  data->ref_count = 1;
-  data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
-  data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
-  data->last_path = 0;
-  data->vbo = COGL_INVALID_HANDLE;
-
-  return _cogl_path_object_new (path);
-}
-
-CoglPath *
-cogl_path_copy (CoglPath *old_path)
-{
-  CoglPath *new_path;
-
-  _COGL_GET_CONTEXT (ctx, NULL);
-
-  if (!cogl_is_path (old_path))
-    return NULL;
-
-  new_path = g_slice_new (CoglPath);
-  new_path->data = old_path->data;
-  new_path->data->ref_count++;
-
-  return _cogl_path_object_new (new_path);
-}
-
-static void
-_cogl_path_free (CoglPath *path)
-{
-  _cogl_path_data_unref (path->data);
-  g_slice_free (CoglPath, path);
-}
-
-/* If second order beziers were needed the following code could
- * be re-enabled:
- */
-#if 0
-
-static void
-_cogl_path_bezier2_sub (CoglBezQuad *quad)
-{
-  CoglBezQuad     quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
-  CoglBezQuad    *qleft;
-  CoglBezQuad    *qright;
-  CoglBezQuad    *q;
-  floatVec2   mid;
-  floatVec2   dif;
-  floatVec2   c1;
-  floatVec2   c2;
-  floatVec2   c3;
-  int            qindex;
-
-  /* Put first curve on stack */
-  quads[0] = *quad;
-  qindex   =  0;
-
-  /* While stack is not empty */
-  while (qindex >= 0)
-    {
-
-      q = &quads[qindex];
-
-      /* Calculate distance of control point from its
-       * counterpart on the line between end points */
-      mid.x = ((q->p1.x + q->p3.x) / 2);
-      mid.y = ((q->p1.y + q->p3.y) / 2);
-      dif.x = (q->p2.x - mid.x);
-      dif.y = (q->p2.y - mid.y);
-      if (dif.x < 0) dif.x = -dif.x;
-      if (dif.y < 0) dif.y = -dif.y;
-
-      /* Cancel if the curve is flat enough */
-      if (dif.x + dif.y <= 1.0 ||
-          qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
-       {
-         /* Add subdivision point (skip last) */
-         if (qindex == 0) return;
-         _cogl_path_add_node (FALSE, q->p3.x, q->p3.y);
-         --qindex; continue;
-       }
-
-      /* Left recursion goes on top of stack! */
-      qright = q; qleft = &quads[++qindex];
-
-      /* Subdivide into 2 sub-curves */
-      c1.x = ((q->p1.x + q->p2.x) / 2);
-      c1.y = ((q->p1.y + q->p2.y) / 2);
-      c3.x = ((q->p2.x + q->p3.x) / 2);
-      c3.y = ((q->p2.y + q->p3.y) / 2);
-      c2.x = ((c1.x + c3.x) / 2);
-      c2.y = ((c1.y + c3.y) / 2);
-
-      /* Add left recursion onto stack */
-      qleft->p1 = q->p1;
-      qleft->p2 = c1;
-      qleft->p3 = c2;
-
-      /* Add right recursion onto stack */
-      qright->p1 = c2;
-      qright->p2 = c3;
-      qright->p3 = q->p3;
-    }
-}
-
-void
-cogl_path_curve2_to (float x_1,
-                     float y_1,
-                     float x_2,
-                     float y_2)
-{
-  CoglPath *path;
-  CoglBezQuad quad;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  path = COGL_PATH (ctx->current_path);
-
-  /* Prepare quadratic curve */
-  quad.p1 = path->data->path_pen;
-  quad.p2.x = x_1;
-  quad.p2.y = y_1;
-  quad.p3.x = x_2;
-  quad.p3.y = y_2;
-
-  /* Run subdivision */
-  _cogl_path_bezier2_sub (&quad);
-
-  /* Add last point */
-  _cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
-  path->data->path_pen = quad.p3;
-}
-
-void
-cogl_rel_curve2_to (float x_1,
-                    float y_1,
-                    float x_2,
-                    float y_2)
-{
-  CoglPathData *data;
-
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  data = COGL_PATH (ctx->current_path)->data;
-
-  cogl_path_curve2_to (data->path_pen.x + x_1,
-                       data->path_pen.y + y_1,
-                       data->path_pen.x + x_2,
-                       data->path_pen.y + y_2);
+  cogl2_path_rel_curve_to (ctx->current_path,
+                           x_1, y_1, x_2, y_2, x_3, y_3);
 }
 
-#endif
-
 CoglPath *
 cogl_get_path (void)
 {
@@ -1140,8 +292,7 @@ cogl_set_path (CoglPath *path)
 {
   _COGL_GET_CONTEXT (ctx, NO_RETVAL);
 
-  if (!cogl_is_path (path))
-    return;
+  g_return_if_fail (cogl_is_path (path));
 
   /* Reference the new object first in case it is the same as the old
      object */
@@ -1150,361 +301,3 @@ cogl_set_path (CoglPath *path)
   ctx->current_path = path;
 }
 
-typedef struct _CoglPathTesselator CoglPathTesselator;
-typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
-
-struct _CoglPathTesselator
-{
-  GLUtesselator *glu_tess;
-  GLenum primitive_type;
-  int vertex_number;
-  /* Array of CoglPathTesselatorVertex. This needs to grow when the
-     combine callback is called */
-  GArray *vertices;
-  /* Array of integers for the indices into the vertices array. Each
-     element will either be guint8, guint16 or guint32 depending on
-     the number of vertices */
-  GArray *indices;
-  CoglIndicesType indices_type;
-  /* Indices used to split fans and strips */
-  int index_a, index_b;
-};
-
-struct _CoglPathTesselatorVertex
-{
-  float x, y, s, t;
-};
-
-static void
-_cogl_path_tesselator_begin (GLenum type,
-                             CoglPathTesselator *tess)
-{
-  g_assert (type == GL_TRIANGLES ||
-            type == GL_TRIANGLE_FAN ||
-            type == GL_TRIANGLE_STRIP);
-
-  tess->primitive_type = type;
-  tess->vertex_number = 0;
-}
-
-static CoglIndicesType
-_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
-{
-  if (n_vertices <= 256)
-    return COGL_INDICES_TYPE_UNSIGNED_BYTE;
-  else if (n_vertices <= 65536)
-    return COGL_INDICES_TYPE_UNSIGNED_SHORT;
-  else
-    return COGL_INDICES_TYPE_UNSIGNED_INT;
-}
-
-static void
-_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
-{
-  switch (tess->indices_type)
-    {
-    case COGL_INDICES_TYPE_UNSIGNED_BYTE:
-      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint8));
-      break;
-
-    case COGL_INDICES_TYPE_UNSIGNED_SHORT:
-      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint16));
-      break;
-
-    case COGL_INDICES_TYPE_UNSIGNED_INT:
-      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint32));
-      break;
-    }
-}
-
-static void
-_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
-{
-  switch (tess->indices_type)
-    {
-    case COGL_INDICES_TYPE_UNSIGNED_BYTE:
-      {
-        guint8 val = vertex_index;
-        g_array_append_val (tess->indices, val);
-      }
-      break;
-
-    case COGL_INDICES_TYPE_UNSIGNED_SHORT:
-      {
-        guint16 val = vertex_index;
-        g_array_append_val (tess->indices, val);
-      }
-      break;
-
-    case COGL_INDICES_TYPE_UNSIGNED_INT:
-      {
-        guint32 val = vertex_index;
-        g_array_append_val (tess->indices, val);
-      }
-      break;
-    }
-}
-
-static void
-_cogl_path_tesselator_vertex (gpointer vertex_data,
-                              CoglPathTesselator *tess)
-{
-  int vertex_index;
-
-  vertex_index = GPOINTER_TO_INT (vertex_data);
-
-  /* This tries to convert all of the primitives into GL_TRIANGLES
-     with indices to share vertices */
-  switch (tess->primitive_type)
-    {
-    case GL_TRIANGLES:
-      /* Directly use the vertex */
-      _cogl_path_tesselator_add_index (tess, vertex_index);
-      break;
-
-    case GL_TRIANGLE_FAN:
-      if (tess->vertex_number == 0)
-        tess->index_a = vertex_index;
-      else if (tess->vertex_number == 1)
-        tess->index_b = vertex_index;
-      else
-        {
-          /* Create a triangle with the first vertex, the previous
-             vertex and this vertex */
-          _cogl_path_tesselator_add_index (tess, tess->index_a);
-          _cogl_path_tesselator_add_index (tess, tess->index_b);
-          _cogl_path_tesselator_add_index (tess, vertex_index);
-          /* Next time we will use this vertex as the previous
-             vertex */
-          tess->index_b = vertex_index;
-        }
-      break;
-
-    case GL_TRIANGLE_STRIP:
-      if (tess->vertex_number == 0)
-        tess->index_a = vertex_index;
-      else if (tess->vertex_number == 1)
-        tess->index_b = vertex_index;
-      else
-        {
-          _cogl_path_tesselator_add_index (tess, tess->index_a);
-          _cogl_path_tesselator_add_index (tess, tess->index_b);
-          _cogl_path_tesselator_add_index (tess, vertex_index);
-          if (tess->vertex_number & 1)
-            tess->index_b = vertex_index;
-          else
-            tess->index_a = vertex_index;
-        }
-      break;
-
-    default:
-      g_assert_not_reached ();
-    }
-
-  tess->vertex_number++;
-}
-
-static void
-_cogl_path_tesselator_end (CoglPathTesselator *tess)
-{
-  tess->primitive_type = GL_FALSE;
-}
-
-static void
-_cogl_path_tesselator_combine (double coords[3],
-                               void *vertex_data[4],
-                               GLfloat weight[4],
-                               void **out_data,
-                               CoglPathTesselator *tess)
-{
-  CoglPathTesselatorVertex *vertex;
-  CoglIndicesType new_indices_type;
-  int i;
-
-  /* Add a new vertex to the array */
-  g_array_set_size (tess->vertices, tess->vertices->len + 1);
-  vertex = &g_array_index (tess->vertices,
-                           CoglPathTesselatorVertex,
-                           tess->vertices->len - 1);
-  /* The data is just the index to the vertex */
-  *out_data = GINT_TO_POINTER (tess->vertices->len - 1);
-  /* Set the coordinates of the new vertex */
-  vertex->x = coords[0];
-  vertex->y = coords[1];
-  /* Generate the texture coordinates as the weighted average of the
-     four incoming coordinates */
-  vertex->s = 0.0f;
-  vertex->t = 0.0f;
-  for (i = 0; i < 4; i++)
-    {
-      CoglPathTesselatorVertex *old_vertex =
-        &g_array_index (tess->vertices, CoglPathTesselatorVertex,
-                        GPOINTER_TO_INT (vertex_data[i]));
-      vertex->s += old_vertex->s * weight[i];
-      vertex->t += old_vertex->t * weight[i];
-    }
-
-  /* Check if we've reached the limit for the data type of our indices */
-  new_indices_type =
-    _cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
-  if (new_indices_type != tess->indices_type)
-    {
-      CoglIndicesType old_indices_type = new_indices_type;
-      GArray *old_vertices = tess->indices;
-
-      /* Copy the indices to an array of the new type */
-      tess->indices_type = new_indices_type;
-      _cogl_path_tesselator_allocate_indices_array (tess);
-
-      switch (old_indices_type)
-        {
-        case COGL_INDICES_TYPE_UNSIGNED_BYTE:
-          for (i = 0; i < old_vertices->len; i++)
-            _cogl_path_tesselator_add_index (tess,
-                                             g_array_index (old_vertices,
-                                                            guint8, i));
-          break;
-
-        case COGL_INDICES_TYPE_UNSIGNED_SHORT:
-          for (i = 0; i < old_vertices->len; i++)
-            _cogl_path_tesselator_add_index (tess,
-                                             g_array_index (old_vertices,
-                                                            guint16, i));
-          break;
-
-        case COGL_INDICES_TYPE_UNSIGNED_INT:
-          for (i = 0; i < old_vertices->len; i++)
-            _cogl_path_tesselator_add_index (tess,
-                                             g_array_index (old_vertices,
-                                                            guint32, i));
-          break;
-        }
-
-      g_array_free (old_vertices, TRUE);
-    }
-}
-
-static void
-_cogl_path_build_vbo (CoglPath *path)
-{
-  CoglPathTesselator tess;
-  unsigned int path_start = 0;
-  CoglPathData *data = path->data;
-  int i;
-
-  /* If we've already got a vbo then we don't need to do anything */
-  if (data->vbo)
-    return;
-
-  tess.primitive_type = GL_FALSE;
-
-  /* Generate a vertex for each point on the path */
-  tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
-  g_array_set_size (tess.vertices, data->path_nodes->len);
-  for (i = 0; i < data->path_nodes->len; i++)
-    {
-      CoglPathNode *node =
-        &g_array_index (data->path_nodes, CoglPathNode, i);
-      CoglPathTesselatorVertex *vertex =
-        &g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
-
-      vertex->x = node->x;
-      vertex->y = node->y;
-
-      /* Add texture coordinates so that a texture would be drawn to
-         fit the bounding box of the path and then cropped by the
-         path */
-      if (data->path_nodes_min.x == data->path_nodes_max.x)
-        vertex->s = 0.0f;
-      else
-        vertex->s = ((node->x - data->path_nodes_min.x)
-                     / (data->path_nodes_max.x - data->path_nodes_min.x));
-      if (data->path_nodes_min.y == data->path_nodes_max.y)
-        vertex->t = 0.0f;
-      else
-        vertex->t = ((node->y - data->path_nodes_min.y)
-                     / (data->path_nodes_max.y - data->path_nodes_min.y));
-    }
-
-  tess.indices_type =
-    _cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
-  _cogl_path_tesselator_allocate_indices_array (&tess);
-
-  tess.glu_tess = gluNewTess ();
-
-  if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
-    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
-                     GLU_TESS_WINDING_ODD);
-  else
-    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
-                     GLU_TESS_WINDING_NONZERO);
-
-  /* All vertices are on the xy-plane */
-  gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
-
-  gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
-                   _cogl_path_tesselator_begin);
-  gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
-                   _cogl_path_tesselator_vertex);
-  gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
-                   _cogl_path_tesselator_end);
-  gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
-                   _cogl_path_tesselator_combine);
-
-  gluTessBeginPolygon (tess.glu_tess, &tess);
-
-  while (path_start < data->path_nodes->len)
-    {
-      CoglPathNode *node =
-        &g_array_index (data->path_nodes, CoglPathNode, path_start);
-
-      gluTessBeginContour (tess.glu_tess);
-
-      for (i = 0; i < node->path_size; i++)
-        {
-          double vertex[3] = { node[i].x, node[i].y, 0.0 };
-          gluTessVertex (tess.glu_tess, vertex,
-                         GINT_TO_POINTER (i + path_start));
-        }
-
-      gluTessEndContour (tess.glu_tess);
-
-      path_start += node->path_size;
-    }
-
-  gluTessEndPolygon (tess.glu_tess);
-
-  gluDeleteTess (tess.glu_tess);
-
-  data->vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
-                                     tess.vertices->len);
-  data->vbo_attributes[0] =
-    cogl_vertex_attribute_new (data->vbo,
-                               "cogl_position_in",
-                               sizeof (CoglPathTesselatorVertex),
-                               G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
-                               2, /* n_components */
-                               COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
-  data->vbo_attributes[1] =
-    cogl_vertex_attribute_new (data->vbo,
-                               "cogl_tex_coord0_in",
-                               sizeof (CoglPathTesselatorVertex),
-                               G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
-                               2, /* n_components */
-                               COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
-  /* NULL terminator */
-  data->vbo_attributes[2] = NULL;
-
-  data->vbo_indices = cogl_indices_new (tess.indices_type,
-                                        tess.indices->data,
-                                        tess.indices->len);
-  data->vbo_n_indices = tess.indices->len;
-
-  cogl_buffer_set_data (COGL_BUFFER (data->vbo),
-                        0, /* offset */
-                        tess.vertices->data,
-                        sizeof (CoglPathTesselatorVertex) * tess.vertices->len);
-
-  g_array_free (tess.vertices, TRUE);
-  g_array_free (tess.indices, TRUE);
-}
index cd553c7..7fc9710 100644 (file)
@@ -53,6 +53,8 @@ G_BEGIN_DECLS
 
 typedef struct _CoglPath CoglPath;
 
+#define COGL_PATH(obj) ((CoglPath *)(obj))
+
 /**
  * CoglPathFillRule:
  * @COGL_PATH_FILL_RULE_NON_ZERO: Each time the line crosses an edge of
index 8b0eef5..c88c013 100644 (file)
 #define __COGL_H_INSIDE__
 
 #ifdef COGL_ENABLE_EXPERIMENTAL_2_0_API
+#ifndef COGL_ENABLE_EXPERIMENTAL_API
 #define COGL_ENABLE_EXPERIMENTAL_API
 #endif
+#endif
 
 #include <cogl/cogl-defines.h>
 
 #include <cogl/cogl-matrix.h>
 #include <cogl/cogl-offscreen.h>
 #include <cogl/cogl-primitives.h>
+#ifdef COGL_ENABLE_EXPERIMENTAL_2_0_API
+#include <cogl/cogl2-path.h>
+#else
 #include <cogl/cogl-path.h>
+#endif
 #include <cogl/cogl-shader.h>
 #include <cogl/cogl-texture.h>
 #include <cogl/cogl-types.h>
diff --git a/clutter/cogl/cogl/cogl2-path.c b/clutter/cogl/cogl/cogl2-path.c
new file mode 100644 (file)
index 0000000..20fb8d2
--- /dev/null
@@ -0,0 +1,1466 @@
+/*
+ * Cogl
+ *
+ * An object oriented GL/GLES Abstraction/Utility Layer
+ *
+ * Copyright (C) 2007,2008,2009,2010 Intel Corporation.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see
+ * <http://www.gnu.org/licenses/>.
+ *
+ * Authors:
+ *  Ivan Leben    <ivan@openedhand.com>
+ *  Øyvind Kolås  <pippin@linux.intel.com>
+ *  Neil Roberts  <neil@linux.intel.com>
+ *  Robert Bragg  <robert@linux.intel.com>
+ */
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include "cogl.h"
+#include "cogl-object.h"
+#include "cogl-internal.h"
+#include "cogl-context.h"
+#include "cogl-journal-private.h"
+#include "cogl-pipeline-private.h"
+#include "cogl-pipeline-opengl-private.h"
+#include "cogl-framebuffer-private.h"
+#include "cogl-path-private.h"
+#include "cogl-texture-private.h"
+#include "cogl-primitives-private.h"
+#include "cogl-private.h"
+#include "cogl-vertex-attribute-private.h"
+#include "tesselator/tesselator.h"
+
+#include <string.h>
+#include <math.h>
+
+#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
+
+static void _cogl_path_free (CoglPath *path);
+
+static void _cogl_path_build_vbo (CoglPath *path);
+
+COGL_OBJECT_DEFINE (Path, path);
+
+static void
+_cogl_path_data_unref (CoglPathData *data)
+{
+  if (--data->ref_count <= 0)
+    {
+      g_array_free (data->path_nodes, TRUE);
+
+      if (data->vbo)
+        {
+          int i;
+
+          cogl_object_unref (data->vbo);
+          cogl_object_unref (data->vbo_indices);
+
+          for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
+            cogl_object_unref (data->vbo_attributes[i]);
+        }
+
+      g_slice_free (CoglPathData, data);
+    }
+}
+
+static void
+_cogl_path_modify (CoglPath *path)
+{
+  /* This needs to be called whenever the path is about to be modified
+     to implement copy-on-write semantics */
+
+  /* If there is more than one path using the data then we need to
+     copy the data instead */
+  if (path->data->ref_count != 1)
+    {
+      CoglPathData *old_data = path->data;
+
+      path->data = g_slice_dup (CoglPathData, old_data);
+      path->data->path_nodes = g_array_new (FALSE, FALSE,
+                                            sizeof (CoglPathNode));
+      g_array_append_vals (path->data->path_nodes,
+                           old_data->path_nodes->data,
+                           old_data->path_nodes->len);
+
+      path->data->vbo = COGL_INVALID_HANDLE;
+      path->data->ref_count = 1;
+
+      _cogl_path_data_unref (old_data);
+    }
+  /* The path is altered so the vbo will now be invalid */
+  else if (path->data->vbo)
+    {
+      int i;
+
+      cogl_object_unref (path->data->vbo);
+      cogl_object_unref (path->data->vbo_indices);
+      for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
+        cogl_object_unref (path->data->vbo_attributes[i]);
+
+      path->data->vbo = COGL_INVALID_HANDLE;
+    }
+}
+
+void
+cogl2_path_set_fill_rule (CoglPath *path,
+                          CoglPathFillRule fill_rule)
+{
+  g_return_if_fail (cogl_is_path (path));
+
+  if (path->data->fill_rule != fill_rule)
+    {
+      _cogl_path_modify (path);
+
+      path->data->fill_rule = fill_rule;
+    }
+}
+
+CoglPathFillRule
+cogl2_path_get_fill_rule (CoglPath *path)
+{
+  g_return_val_if_fail (cogl_is_path (path), COGL_PATH_FILL_RULE_NON_ZERO);
+
+  return path->data->fill_rule;
+}
+
+static void
+_cogl_path_add_node (CoglPath *path,
+                     gboolean new_sub_path,
+                    float x,
+                    float y)
+{
+  CoglPathNode new_node;
+  CoglPathData *data;
+
+  _cogl_path_modify (path);
+
+  data = path->data;
+
+  new_node.x = x;
+  new_node.y = y;
+  new_node.path_size = 0;
+
+  if (new_sub_path || data->path_nodes->len == 0)
+    data->last_path = data->path_nodes->len;
+
+  g_array_append_val (data->path_nodes, new_node);
+
+  g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
+
+  if (data->path_nodes->len == 1)
+    {
+      data->path_nodes_min.x = data->path_nodes_max.x = x;
+      data->path_nodes_min.y = data->path_nodes_max.y = y;
+    }
+  else
+    {
+      if (x < data->path_nodes_min.x)
+        data->path_nodes_min.x = x;
+      if (x > data->path_nodes_max.x)
+        data->path_nodes_max.x = x;
+      if (y < data->path_nodes_min.y)
+        data->path_nodes_min.y = y;
+      if (y > data->path_nodes_max.y)
+        data->path_nodes_max.y = y;
+    }
+}
+
+static void
+_cogl_path_stroke_nodes (CoglPath *path)
+{
+  unsigned int path_start = 0;
+  unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
+  CoglPathData *data = path->data;
+  CoglPipeline *copy = NULL;
+  CoglPipeline *source;
+
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+  _cogl_journal_flush ();
+
+  /* NB: _cogl_framebuffer_flush_state may disrupt various state (such
+   * as the pipeline state) when flushing the clip stack, so should
+   * always be done first when preparing to draw. */
+  _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
+
+  _cogl_enable (enable_flags);
+
+  if (G_UNLIKELY (ctx->legacy_state_set))
+    {
+      CoglPipeline *users_source = cogl_get_source ();
+      copy = cogl_pipeline_copy (users_source);
+      _cogl_pipeline_apply_legacy_state (copy);
+      source = copy;
+    }
+  else
+    source = cogl_get_source ();
+
+  if (cogl_pipeline_get_n_layers (source) != 0)
+    {
+      /* If we haven't already created a derivative pipeline... */
+      if (!copy)
+        copy = cogl_pipeline_copy (source);
+      _cogl_pipeline_prune_to_n_layers (copy, 0);
+      source = copy;
+    }
+
+  cogl_push_source (source);
+
+  _cogl_pipeline_flush_gl_state (source, FALSE, 0);
+
+  /* Disable all client texture coordinate arrays */
+  _cogl_bitmask_clear_all (&ctx->temp_bitmask);
+  _cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
+
+  while (path_start < data->path_nodes->len)
+    {
+      CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode,
+                                           path_start);
+
+      GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) );
+      GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) );
+
+      path_start += node->path_size;
+    }
+
+  cogl_pop_source ();
+}
+
+void
+_cogl_path_get_bounds (CoglPath *path,
+                       float *min_x,
+                       float *min_y,
+                       float *max_x,
+                       float *max_y)
+{
+  CoglPathData *data = path->data;
+
+  if (data->path_nodes->len == 0)
+    {
+      *min_x = 0.0f;
+      *min_y = 0.0f;
+      *max_x = 0.0f;
+      *max_y = 0.0f;
+    }
+  else
+    {
+      *min_x = data->path_nodes_min.x;
+      *min_y = data->path_nodes_min.y;
+      *max_x = data->path_nodes_max.x;
+      *max_y = data->path_nodes_max.y;
+    }
+}
+
+static void
+_cogl_path_fill_nodes_with_stencil_buffer (CoglPath *path)
+{
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+  g_assert (ctx->current_clip_stack_valid);
+
+  _cogl_add_path_to_stencil_buffer (path,
+                                    ctx->current_clip_stack_uses_stencil,
+                                    FALSE);
+
+  _cogl_rectangle_immediate (path->data->path_nodes_min.x,
+                             path->data->path_nodes_min.y,
+                             path->data->path_nodes_max.x,
+                             path->data->path_nodes_max.y);
+
+  /* The stencil buffer now contains garbage so the clip area needs to
+   * be rebuilt.
+   *
+   * NB: We only ever try and update the clip state during
+   * _cogl_journal_init (when we flush the framebuffer state) which is
+   * only called when the journal first gets something logged in it; so
+   * we call cogl_flush() to emtpy the journal.
+   */
+  _cogl_clip_stack_dirty ();
+}
+
+static void
+_cogl_path_fill_nodes (CoglPath *path)
+{
+  const GList *l;
+
+  /* If any of the layers of the current pipeline contain sliced
+     textures or textures with waste then it won't work to draw the
+     path directly. Instead we can use draw the texture as a quad
+     clipped to the stencil buffer. */
+  for (l = _cogl_pipeline_get_layers (cogl_get_source ()); l; l = l->next)
+    {
+      CoglHandle layer = l->data;
+      CoglHandle texture = _cogl_pipeline_layer_get_texture (layer);
+
+      if (texture != COGL_INVALID_HANDLE &&
+          (cogl_texture_is_sliced (texture) ||
+           !_cogl_texture_can_hardware_repeat (texture)))
+        {
+          if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
+            _cogl_path_fill_nodes_with_stencil_buffer (path);
+          else
+            {
+              static gboolean seen_warning = FALSE;
+
+              if (!seen_warning)
+                {
+                  g_warning ("Paths can not be filled using materials with "
+                             "sliced textures unless there is a stencil "
+                             "buffer");
+                  seen_warning = TRUE;
+                }
+            }
+
+          return;
+        }
+    }
+
+  _cogl_path_build_vbo (path);
+
+  _cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
+                                              0, /* first_vertex */
+                                              path->data->vbo_n_indices,
+                                              path->data->vbo_indices,
+                                              path->data->vbo_attributes);
+}
+
+void
+_cogl_add_path_to_stencil_buffer (CoglPath *path,
+                                  gboolean merge,
+                                  gboolean need_clear)
+{
+  CoglPathData *data = path->data;
+  unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
+  CoglFramebuffer *framebuffer = _cogl_get_framebuffer ();
+  CoglMatrixStack *modelview_stack =
+    _cogl_framebuffer_get_modelview_stack (framebuffer);
+  CoglMatrixStack *projection_stack =
+    _cogl_framebuffer_get_projection_stack (framebuffer);
+
+  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+  /* This can be called from the clip stack code which doesn't flush
+     the matrix stacks between calls so we need to ensure they're
+     flushed now */
+  _cogl_matrix_stack_flush_to_gl (modelview_stack,
+                                  COGL_MATRIX_MODELVIEW);
+  _cogl_matrix_stack_flush_to_gl (projection_stack,
+                                  COGL_MATRIX_PROJECTION);
+
+  /* Just setup a simple pipeline that doesn't use texturing... */
+  cogl_push_source (ctx->stencil_pipeline);
+
+  _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
+
+  _cogl_enable (enable_flags);
+
+  GE( glEnable (GL_STENCIL_TEST) );
+
+  GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
+  GE( glDepthMask (FALSE) );
+
+  if (merge)
+    {
+      GE (glStencilMask (2));
+      GE (glStencilFunc (GL_LEQUAL, 0x2, 0x6));
+    }
+  else
+    {
+      /* If we're not using the stencil buffer for clipping then we
+         don't need to clear the whole stencil buffer, just the area
+         that will be drawn */
+      if (need_clear)
+        /* If this is being called from the clip stack code then it
+           will have set up a scissor for the minimum bounding box of
+           all of the clips. That box will likely mean that this
+           _cogl_clear won't need to clear the entire
+           buffer. _cogl_clear is used instead of cogl_clear because
+           it won't try to flush the journal */
+        _cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
+      else
+        {
+          /* Just clear the bounding box */
+          GE( glStencilMask (~(GLuint) 0) );
+          GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
+          _cogl_rectangle_immediate (data->path_nodes_min.x,
+                                     data->path_nodes_min.y,
+                                     data->path_nodes_max.x,
+                                     data->path_nodes_max.y);
+          /* NB: The rectangle may trash the enable flags */
+          _cogl_enable (enable_flags);
+        }
+      GE (glStencilMask (1));
+      GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3));
+    }
+
+  GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
+
+  if (path->data->path_nodes->len >= 3)
+    _cogl_path_fill_nodes (path);
+
+  if (merge)
+    {
+      /* Now we have the new stencil buffer in bit 1 and the old
+         stencil buffer in bit 0 so we need to intersect them */
+      GE (glStencilMask (3));
+      GE (glStencilFunc (GL_NEVER, 0x2, 0x3));
+      GE (glStencilOp (GL_DECR, GL_DECR, GL_DECR));
+      /* Decrement all of the bits twice so that only pixels where the
+         value is 3 will remain */
+
+      _cogl_matrix_stack_push (projection_stack);
+      _cogl_matrix_stack_load_identity (projection_stack);
+      _cogl_matrix_stack_flush_to_gl (projection_stack,
+                                      COGL_MATRIX_PROJECTION);
+
+      _cogl_matrix_stack_push (modelview_stack);
+      _cogl_matrix_stack_load_identity (modelview_stack);
+      _cogl_matrix_stack_flush_to_gl (modelview_stack,
+                                      COGL_MATRIX_MODELVIEW);
+
+      _cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
+      _cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
+
+      _cogl_matrix_stack_pop (modelview_stack);
+      _cogl_matrix_stack_pop (projection_stack);
+    }
+
+  GE (glStencilMask (~(GLuint) 0));
+  GE (glDepthMask (TRUE));
+  GE (glColorMask (TRUE, TRUE, TRUE, TRUE));
+
+  GE (glStencilFunc (GL_EQUAL, 0x1, 0x1));
+  GE (glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
+
+  /* restore the original pipeline */
+  cogl_pop_source ();
+}
+
+void
+cogl2_path_fill (CoglPath *path)
+{
+  g_return_if_fail (cogl_is_path (path));
+
+  if (path->data->path_nodes->len == 0)
+    return;
+
+  _cogl_journal_flush ();
+
+  /* NB: _cogl_framebuffer_flush_state may disrupt various state (such
+   * as the pipeline state) when flushing the clip stack, so should
+   * always be done first when preparing to draw. */
+  _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
+
+  _cogl_path_fill_nodes (path);
+}
+
+void
+cogl2_path_stroke (CoglPath *path)
+{
+  g_return_if_fail (cogl_is_path (path));
+
+  if (path->data->path_nodes->len == 0)
+    return;
+
+  _cogl_path_stroke_nodes (path);
+}
+
+void
+cogl2_path_move_to (CoglPath *path,
+                    float x,
+                    float y)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  _cogl_path_add_node (path, TRUE, x, y);
+
+  data = path->data;
+
+  data->path_start.x = x;
+  data->path_start.y = y;
+
+  data->path_pen = data->path_start;
+}
+
+void
+cogl2_path_rel_move_to (CoglPath *path,
+                        float x,
+                        float y)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  data = path->data;
+
+  cogl2_path_move_to (path,
+                      data->path_pen.x + x,
+                      data->path_pen.y + y);
+}
+
+void
+cogl2_path_line_to (CoglPath *path,
+                    float x,
+                    float y)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  _cogl_path_add_node (path, FALSE, x, y);
+
+  data = path->data;
+
+  data->path_pen.x = x;
+  data->path_pen.y = y;
+}
+
+void
+cogl2_path_rel_line_to (CoglPath *path,
+                        float x,
+                        float y)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  data = path->data;
+
+  cogl2_path_line_to (path,
+                      data->path_pen.x + x,
+                      data->path_pen.y + y);
+}
+
+void
+cogl2_path_close (CoglPath *path)
+{
+  g_return_if_fail (cogl_is_path (path));
+
+  _cogl_path_add_node (path, FALSE, path->data->path_start.x,
+                       path->data->path_start.y);
+
+  path->data->path_pen = path->data->path_start;
+}
+
+void
+cogl2_path_line (CoglPath *path,
+                 float x_1,
+                float y_1,
+                float x_2,
+                float y_2)
+{
+  cogl2_path_move_to (path, x_1, y_1);
+  cogl2_path_line_to (path, x_2, y_2);
+}
+
+void
+cogl2_path_polyline (CoglPath *path,
+                     const float *coords,
+                     int num_points)
+{
+  int c = 0;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  cogl2_path_move_to (path, coords[0], coords[1]);
+
+  for (c = 1; c < num_points; ++c)
+    cogl2_path_line_to (path, coords[2*c], coords[2*c+1]);
+}
+
+void
+cogl2_path_polygon (CoglPath *path,
+                    const float *coords,
+                    int num_points)
+{
+  cogl2_path_polyline (path, coords, num_points);
+  cogl2_path_close (path);
+}
+
+void
+cogl2_path_rectangle (CoglPath *path,
+                      float x_1,
+                      float y_1,
+                      float x_2,
+                      float y_2)
+{
+  cogl2_path_move_to (path, x_1, y_1);
+  cogl2_path_line_to (path, x_2, y_1);
+  cogl2_path_line_to (path, x_2, y_2);
+  cogl2_path_line_to (path, x_1, y_2);
+  cogl2_path_close (path);
+}
+
+static void
+_cogl_path_arc (CoglPath *path,
+                float center_x,
+               float center_y,
+                float radius_x,
+                float radius_y,
+                float angle_1,
+                float angle_2,
+                float angle_step,
+                unsigned int move_first)
+{
+  float a = 0x0;
+  float cosa = 0x0;
+  float sina = 0x0;
+  float px = 0x0;
+  float py = 0x0;
+
+  /* Fix invalid angles */
+
+  if (angle_1 == angle_2 || angle_step == 0x0)
+    return;
+
+  if (angle_step < 0x0)
+    angle_step = -angle_step;
+
+  /* Walk the arc by given step */
+
+  a = angle_1;
+  while (a != angle_2)
+    {
+      cosa = cosf (a * (G_PI/180.0));
+      sina = sinf (a * (G_PI/180.0));
+
+      px = center_x + (cosa * radius_x);
+      py = center_y + (sina * radius_y);
+
+      if (a == angle_1 && move_first)
+       cogl2_path_move_to (path, px, py);
+      else
+       cogl2_path_line_to (path, px, py);
+
+      if (G_LIKELY (angle_2 > angle_1))
+        {
+          a += angle_step;
+          if (a > angle_2)
+            a = angle_2;
+        }
+      else
+        {
+          a -= angle_step;
+          if (a < angle_2)
+            a = angle_2;
+        }
+    }
+
+  /* Make sure the final point is drawn */
+
+  cosa = cosf (angle_2 * (G_PI/180.0));
+  sina = sinf (angle_2 * (G_PI/180.0));
+
+  px = center_x + (cosa * radius_x);
+  py = center_y + (sina * radius_y);
+
+  cogl2_path_line_to (path, px, py);
+}
+
+void
+cogl2_path_arc (CoglPath *path,
+                float center_x,
+                float center_y,
+                float radius_x,
+                float radius_y,
+                float angle_1,
+                float angle_2)
+{
+  float angle_step = 10;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  /* it is documented that a move to is needed to create a freestanding
+   * arc
+   */
+  _cogl_path_arc (path,
+                  center_x, center_y,
+                 radius_x, radius_y,
+                 angle_1, angle_2,
+                 angle_step, 0 /* no move */);
+}
+
+
+static void
+_cogl_path_rel_arc (CoglPath *path,
+                    float center_x,
+                    float center_y,
+                    float radius_x,
+                    float radius_y,
+                    float angle_1,
+                    float angle_2,
+                    float angle_step)
+{
+  CoglPathData *data;
+
+  data = path->data;
+
+  _cogl_path_arc (path,
+                  data->path_pen.x + center_x,
+                 data->path_pen.y + center_y,
+                 radius_x, radius_y,
+                 angle_1, angle_2,
+                 angle_step, 0 /* no move */);
+}
+
+void
+cogl2_path_ellipse (CoglPath *path,
+                    float center_x,
+                    float center_y,
+                    float radius_x,
+                    float radius_y)
+{
+  float angle_step = 10;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  /* FIXME: if shows to be slow might be optimized
+   * by mirroring just a quarter of it */
+
+  _cogl_path_arc (path,
+                  center_x, center_y,
+                 radius_x, radius_y,
+                 0, 360,
+                 angle_step, 1 /* move first */);
+
+  cogl2_path_close (path);
+}
+
+void
+cogl2_path_round_rectangle (CoglPath *path,
+                            float x_1,
+                            float y_1,
+                            float x_2,
+                            float y_2,
+                            float radius,
+                            float arc_step)
+{
+  float inner_width = x_2 - x_1 - radius * 2;
+  float inner_height = y_2 - y_1 - radius * 2;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  cogl2_path_move_to (path, x_1, y_1 + radius);
+  _cogl_path_rel_arc (path,
+                      radius, 0,
+                      radius, radius,
+                      180,
+                      270,
+                      arc_step);
+
+  cogl2_path_line_to (path,
+                     path->data->path_pen.x + inner_width,
+                     path->data->path_pen.y);
+  _cogl_path_rel_arc (path,
+                      0, radius,
+                      radius, radius,
+                      -90,
+                      0,
+                      arc_step);
+
+  cogl2_path_line_to (path,
+                     path->data->path_pen.x,
+                     path->data->path_pen.y + inner_height);
+
+  _cogl_path_rel_arc (path,
+                      -radius, 0,
+                      radius, radius,
+                      0,
+                      90,
+                      arc_step);
+
+  cogl2_path_line_to (path,
+                     path->data->path_pen.x - inner_width,
+                     path->data->path_pen.y);
+  _cogl_path_rel_arc (path,
+                      0, -radius,
+                      radius, radius,
+                      90,
+                      180,
+                      arc_step);
+
+  cogl2_path_close (path);
+}
+
+static void
+_cogl_path_bezier3_sub (CoglPath *path,
+                        CoglBezCubic *cubic)
+{
+  CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
+  CoglBezCubic *cleft;
+  CoglBezCubic *cright;
+  CoglBezCubic *c;
+  floatVec2 dif1;
+  floatVec2 dif2;
+  floatVec2 mm;
+  floatVec2 c1;
+  floatVec2 c2;
+  floatVec2 c3;
+  floatVec2 c4;
+  floatVec2 c5;
+  int cindex;
+
+  /* Put first curve on stack */
+  cubics[0] = *cubic;
+  cindex =  0;
+
+  while (cindex >= 0)
+    {
+      c = &cubics[cindex];
+
+
+      /* Calculate distance of control points from their
+       * counterparts on the line between end points */
+      dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
+      dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
+      dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
+      dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
+
+      if (dif1.x < 0)
+        dif1.x = -dif1.x;
+      if (dif1.y < 0)
+        dif1.y = -dif1.y;
+      if (dif2.x < 0)
+        dif2.x = -dif2.x;
+      if (dif2.y < 0)
+        dif2.y = -dif2.y;
+
+
+      /* Pick the greatest of two distances */
+      if (dif1.x < dif2.x) dif1.x = dif2.x;
+      if (dif1.y < dif2.y) dif1.y = dif2.y;
+
+      /* Cancel if the curve is flat enough */
+      if (dif1.x + dif1.y <= 1.0 ||
+         cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
+       {
+         /* Add subdivision point (skip last) */
+         if (cindex == 0)
+            return;
+
+         _cogl_path_add_node (path, FALSE, c->p4.x, c->p4.y);
+
+         --cindex;
+
+          continue;
+       }
+
+      /* Left recursion goes on top of stack! */
+      cright = c; cleft = &cubics[++cindex];
+
+      /* Subdivide into 2 sub-curves */
+      c1.x = ((c->p1.x + c->p2.x) / 2);
+      c1.y = ((c->p1.y + c->p2.y) / 2);
+      mm.x = ((c->p2.x + c->p3.x) / 2);
+      mm.y = ((c->p2.y + c->p3.y) / 2);
+      c5.x = ((c->p3.x + c->p4.x) / 2);
+      c5.y = ((c->p3.y + c->p4.y) / 2);
+
+      c2.x = ((c1.x + mm.x) / 2);
+      c2.y = ((c1.y + mm.y) / 2);
+      c4.x = ((mm.x + c5.x) / 2);
+      c4.y = ((mm.y + c5.y) / 2);
+
+      c3.x = ((c2.x + c4.x) / 2);
+      c3.y = ((c2.y + c4.y) / 2);
+
+      /* Add left recursion to stack */
+      cleft->p1 = c->p1;
+      cleft->p2 = c1;
+      cleft->p3 = c2;
+      cleft->p4 = c3;
+
+      /* Add right recursion to stack */
+      cright->p1 = c3;
+      cright->p2 = c4;
+      cright->p3 = c5;
+      cright->p4 = c->p4;
+    }
+}
+
+void
+cogl2_path_curve_to (CoglPath *path,
+                     float x_1,
+                     float y_1,
+                     float x_2,
+                     float y_2,
+                     float x_3,
+                     float y_3)
+{
+  CoglBezCubic cubic;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  /* Prepare cubic curve */
+  cubic.p1 = path->data->path_pen;
+  cubic.p2.x = x_1;
+  cubic.p2.y = y_1;
+  cubic.p3.x = x_2;
+  cubic.p3.y = y_2;
+  cubic.p4.x = x_3;
+  cubic.p4.y = y_3;
+
+  /* Run subdivision */
+  _cogl_path_bezier3_sub (path, &cubic);
+
+  /* Add last point */
+  _cogl_path_add_node (path, FALSE, cubic.p4.x, cubic.p4.y);
+  path->data->path_pen = cubic.p4;
+}
+
+void
+cogl2_path_rel_curve_to (CoglPath *path,
+                         float x_1,
+                         float y_1,
+                         float x_2,
+                         float y_2,
+                         float x_3,
+                         float y_3)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  data = path->data;
+
+  cogl2_path_curve_to (path,
+                       data->path_pen.x + x_1,
+                       data->path_pen.y + y_1,
+                       data->path_pen.x + x_2,
+                       data->path_pen.y + y_2,
+                       data->path_pen.x + x_3,
+                       data->path_pen.y + y_3);
+}
+
+CoglPath *
+cogl2_path_new (void)
+{
+  CoglPath *path;
+  CoglPathData *data;
+
+  path = g_slice_new (CoglPath);
+  data = path->data = g_slice_new (CoglPathData);
+
+  data->ref_count = 1;
+  data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
+  data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
+  data->last_path = 0;
+  data->vbo = COGL_INVALID_HANDLE;
+
+  return _cogl_path_object_new (path);
+}
+
+CoglPath *
+cogl_path_copy (CoglPath *old_path)
+{
+  CoglPath *new_path;
+
+  g_return_val_if_fail (cogl_is_path (old_path), NULL);
+
+  new_path = g_slice_new (CoglPath);
+  new_path->data = old_path->data;
+  new_path->data->ref_count++;
+
+  return _cogl_path_object_new (new_path);
+}
+
+static void
+_cogl_path_free (CoglPath *path)
+{
+  _cogl_path_data_unref (path->data);
+  g_slice_free (CoglPath, path);
+}
+
+/* If second order beziers were needed the following code could
+ * be re-enabled:
+ */
+#if 0
+
+static void
+_cogl_path_bezier2_sub (CoglPath *path,
+                        CoglBezQuad *quad)
+{
+  CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
+  CoglBezQuad *qleft;
+  CoglBezQuad *qright;
+  CoglBezQuad *q;
+  floatVec2 mid;
+  floatVec2 dif;
+  floatVec2 c1;
+  floatVec2 c2;
+  floatVec2 c3;
+  int qindex;
+
+  /* Put first curve on stack */
+  quads[0] = *quad;
+  qindex =  0;
+
+  /* While stack is not empty */
+  while (qindex >= 0)
+    {
+
+      q = &quads[qindex];
+
+      /* Calculate distance of control point from its
+       * counterpart on the line between end points */
+      mid.x = ((q->p1.x + q->p3.x) / 2);
+      mid.y = ((q->p1.y + q->p3.y) / 2);
+      dif.x = (q->p2.x - mid.x);
+      dif.y = (q->p2.y - mid.y);
+      if (dif.x < 0) dif.x = -dif.x;
+      if (dif.y < 0) dif.y = -dif.y;
+
+      /* Cancel if the curve is flat enough */
+      if (dif.x + dif.y <= 1.0 ||
+          qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
+       {
+         /* Add subdivision point (skip last) */
+         if (qindex == 0) return;
+         _cogl_path_add_node (path, FALSE, q->p3.x, q->p3.y);
+         --qindex; continue;
+       }
+
+      /* Left recursion goes on top of stack! */
+      qright = q; qleft = &quads[++qindex];
+
+      /* Subdivide into 2 sub-curves */
+      c1.x = ((q->p1.x + q->p2.x) / 2);
+      c1.y = ((q->p1.y + q->p2.y) / 2);
+      c3.x = ((q->p2.x + q->p3.x) / 2);
+      c3.y = ((q->p2.y + q->p3.y) / 2);
+      c2.x = ((c1.x + c3.x) / 2);
+      c2.y = ((c1.y + c3.y) / 2);
+
+      /* Add left recursion onto stack */
+      qleft->p1 = q->p1;
+      qleft->p2 = c1;
+      qleft->p3 = c2;
+
+      /* Add right recursion onto stack */
+      qright->p1 = c2;
+      qright->p2 = c3;
+      qright->p3 = q->p3;
+    }
+}
+
+void
+cogl_path_curve2_to (CoglPath *path,
+                     float x_1,
+                     float y_1,
+                     float x_2,
+                     float y_2)
+{
+  CoglBezQuad quad;
+
+  /* Prepare quadratic curve */
+  quad.p1 = path->data->path_pen;
+  quad.p2.x = x_1;
+  quad.p2.y = y_1;
+  quad.p3.x = x_2;
+  quad.p3.y = y_2;
+
+  /* Run subdivision */
+  _cogl_path_bezier2_sub (&quad);
+
+  /* Add last point */
+  _cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
+  path->data->path_pen = quad.p3;
+}
+
+void
+cogl_rel_curve2_to (CoglPath *path,
+                    float x_1,
+                    float y_1,
+                    float x_2,
+                    float y_2)
+{
+  CoglPathData *data;
+
+  g_return_if_fail (cogl_is_path (path));
+
+  data = path->data;
+
+  cogl_path_curve2_to (data->path_pen.x + x_1,
+                       data->path_pen.y + y_1,
+                       data->path_pen.x + x_2,
+                       data->path_pen.y + y_2);
+}
+
+#endif
+
+typedef struct _CoglPathTesselator CoglPathTesselator;
+typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
+
+struct _CoglPathTesselator
+{
+  GLUtesselator *glu_tess;
+  GLenum primitive_type;
+  int vertex_number;
+  /* Array of CoglPathTesselatorVertex. This needs to grow when the
+     combine callback is called */
+  GArray *vertices;
+  /* Array of integers for the indices into the vertices array. Each
+     element will either be guint8, guint16 or guint32 depending on
+     the number of vertices */
+  GArray *indices;
+  CoglIndicesType indices_type;
+  /* Indices used to split fans and strips */
+  int index_a, index_b;
+};
+
+struct _CoglPathTesselatorVertex
+{
+  float x, y, s, t;
+};
+
+static void
+_cogl_path_tesselator_begin (GLenum type,
+                             CoglPathTesselator *tess)
+{
+  g_assert (type == GL_TRIANGLES ||
+            type == GL_TRIANGLE_FAN ||
+            type == GL_TRIANGLE_STRIP);
+
+  tess->primitive_type = type;
+  tess->vertex_number = 0;
+}
+
+static CoglIndicesType
+_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
+{
+  if (n_vertices <= 256)
+    return COGL_INDICES_TYPE_UNSIGNED_BYTE;
+  else if (n_vertices <= 65536)
+    return COGL_INDICES_TYPE_UNSIGNED_SHORT;
+  else
+    return COGL_INDICES_TYPE_UNSIGNED_INT;
+}
+
+static void
+_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
+{
+  switch (tess->indices_type)
+    {
+    case COGL_INDICES_TYPE_UNSIGNED_BYTE:
+      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint8));
+      break;
+
+    case COGL_INDICES_TYPE_UNSIGNED_SHORT:
+      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint16));
+      break;
+
+    case COGL_INDICES_TYPE_UNSIGNED_INT:
+      tess->indices = g_array_new (FALSE, FALSE, sizeof (guint32));
+      break;
+    }
+}
+
+static void
+_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
+{
+  switch (tess->indices_type)
+    {
+    case COGL_INDICES_TYPE_UNSIGNED_BYTE:
+      {
+        guint8 val = vertex_index;
+        g_array_append_val (tess->indices, val);
+      }
+      break;
+
+    case COGL_INDICES_TYPE_UNSIGNED_SHORT:
+      {
+        guint16 val = vertex_index;
+        g_array_append_val (tess->indices, val);
+      }
+      break;
+
+    case COGL_INDICES_TYPE_UNSIGNED_INT:
+      {
+        guint32 val = vertex_index;
+        g_array_append_val (tess->indices, val);
+      }
+      break;
+    }
+}
+
+static void
+_cogl_path_tesselator_vertex (void *vertex_data,
+                              CoglPathTesselator *tess)
+{
+  int vertex_index;
+
+  vertex_index = GPOINTER_TO_INT (vertex_data);
+
+  /* This tries to convert all of the primitives into GL_TRIANGLES
+     with indices to share vertices */
+  switch (tess->primitive_type)
+    {
+    case GL_TRIANGLES:
+      /* Directly use the vertex */
+      _cogl_path_tesselator_add_index (tess, vertex_index);
+      break;
+
+    case GL_TRIANGLE_FAN:
+      if (tess->vertex_number == 0)
+        tess->index_a = vertex_index;
+      else if (tess->vertex_number == 1)
+        tess->index_b = vertex_index;
+      else
+        {
+          /* Create a triangle with the first vertex, the previous
+             vertex and this vertex */
+          _cogl_path_tesselator_add_index (tess, tess->index_a);
+          _cogl_path_tesselator_add_index (tess, tess->index_b);
+          _cogl_path_tesselator_add_index (tess, vertex_index);
+          /* Next time we will use this vertex as the previous
+             vertex */
+          tess->index_b = vertex_index;
+        }
+      break;
+
+    case GL_TRIANGLE_STRIP:
+      if (tess->vertex_number == 0)
+        tess->index_a = vertex_index;
+      else if (tess->vertex_number == 1)
+        tess->index_b = vertex_index;
+      else
+        {
+          _cogl_path_tesselator_add_index (tess, tess->index_a);
+          _cogl_path_tesselator_add_index (tess, tess->index_b);
+          _cogl_path_tesselator_add_index (tess, vertex_index);
+          if (tess->vertex_number & 1)
+            tess->index_b = vertex_index;
+          else
+            tess->index_a = vertex_index;
+        }
+      break;
+
+    default:
+      g_assert_not_reached ();
+    }
+
+  tess->vertex_number++;
+}
+
+static void
+_cogl_path_tesselator_end (CoglPathTesselator *tess)
+{
+  tess->primitive_type = GL_FALSE;
+}
+
+static void
+_cogl_path_tesselator_combine (double coords[3],
+                               void *vertex_data[4],
+                               float weight[4],
+                               void **out_data,
+                               CoglPathTesselator *tess)
+{
+  CoglPathTesselatorVertex *vertex;
+  CoglIndicesType new_indices_type;
+  int i;
+
+  /* Add a new vertex to the array */
+  g_array_set_size (tess->vertices, tess->vertices->len + 1);
+  vertex = &g_array_index (tess->vertices,
+                           CoglPathTesselatorVertex,
+                           tess->vertices->len - 1);
+  /* The data is just the index to the vertex */
+  *out_data = GINT_TO_POINTER (tess->vertices->len - 1);
+  /* Set the coordinates of the new vertex */
+  vertex->x = coords[0];
+  vertex->y = coords[1];
+  /* Generate the texture coordinates as the weighted average of the
+     four incoming coordinates */
+  vertex->s = 0.0f;
+  vertex->t = 0.0f;
+  for (i = 0; i < 4; i++)
+    {
+      CoglPathTesselatorVertex *old_vertex =
+        &g_array_index (tess->vertices, CoglPathTesselatorVertex,
+                        GPOINTER_TO_INT (vertex_data[i]));
+      vertex->s += old_vertex->s * weight[i];
+      vertex->t += old_vertex->t * weight[i];
+    }
+
+  /* Check if we've reached the limit for the data type of our indices */
+  new_indices_type =
+    _cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
+  if (new_indices_type != tess->indices_type)
+    {
+      CoglIndicesType old_indices_type = new_indices_type;
+      GArray *old_vertices = tess->indices;
+
+      /* Copy the indices to an array of the new type */
+      tess->indices_type = new_indices_type;
+      _cogl_path_tesselator_allocate_indices_array (tess);
+
+      switch (old_indices_type)
+        {
+        case COGL_INDICES_TYPE_UNSIGNED_BYTE:
+          for (i = 0; i < old_vertices->len; i++)
+            _cogl_path_tesselator_add_index (tess,
+                                             g_array_index (old_vertices,
+                                                            guint8, i));
+          break;
+
+        case COGL_INDICES_TYPE_UNSIGNED_SHORT:
+          for (i = 0; i < old_vertices->len; i++)
+            _cogl_path_tesselator_add_index (tess,
+                                             g_array_index (old_vertices,
+                                                            guint16, i));
+          break;
+
+        case COGL_INDICES_TYPE_UNSIGNED_INT:
+          for (i = 0; i < old_vertices->len; i++)
+            _cogl_path_tesselator_add_index (tess,
+                                             g_array_index (old_vertices,
+                                                            guint32, i));
+          break;
+        }
+
+      g_array_free (old_vertices, TRUE);
+    }
+}
+
+static void
+_cogl_path_build_vbo (CoglPath *path)
+{
+  CoglPathTesselator tess;
+  unsigned int path_start = 0;
+  CoglPathData *data = path->data;
+  int i;
+
+  /* If we've already got a vbo then we don't need to do anything */
+  if (data->vbo)
+    return;
+
+  tess.primitive_type = FALSE;
+
+  /* Generate a vertex for each point on the path */
+  tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
+  g_array_set_size (tess.vertices, data->path_nodes->len);
+  for (i = 0; i < data->path_nodes->len; i++)
+    {
+      CoglPathNode *node =
+        &g_array_index (data->path_nodes, CoglPathNode, i);
+      CoglPathTesselatorVertex *vertex =
+        &g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
+
+      vertex->x = node->x;
+      vertex->y = node->y;
+
+      /* Add texture coordinates so that a texture would be drawn to
+         fit the bounding box of the path and then cropped by the
+         path */
+      if (data->path_nodes_min.x == data->path_nodes_max.x)
+        vertex->s = 0.0f;
+      else
+        vertex->s = ((node->x - data->path_nodes_min.x)
+                     / (data->path_nodes_max.x - data->path_nodes_min.x));
+      if (data->path_nodes_min.y == data->path_nodes_max.y)
+        vertex->t = 0.0f;
+      else
+        vertex->t = ((node->y - data->path_nodes_min.y)
+                     / (data->path_nodes_max.y - data->path_nodes_min.y));
+    }
+
+  tess.indices_type =
+    _cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
+  _cogl_path_tesselator_allocate_indices_array (&tess);
+
+  tess.glu_tess = gluNewTess ();
+
+  if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
+    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
+                     GLU_TESS_WINDING_ODD);
+  else
+    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
+                     GLU_TESS_WINDING_NONZERO);
+
+  /* All vertices are on the xy-plane */
+  gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
+
+  gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
+                   _cogl_path_tesselator_begin);
+  gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
+                   _cogl_path_tesselator_vertex);
+  gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
+                   _cogl_path_tesselator_end);
+  gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
+                   _cogl_path_tesselator_combine);
+
+  gluTessBeginPolygon (tess.glu_tess, &tess);
+
+  while (path_start < data->path_nodes->len)
+    {
+      CoglPathNode *node =
+        &g_array_index (data->path_nodes, CoglPathNode, path_start);
+
+      gluTessBeginContour (tess.glu_tess);
+
+      for (i = 0; i < node->path_size; i++)
+        {
+          double vertex[3] = { node[i].x, node[i].y, 0.0 };
+          gluTessVertex (tess.glu_tess, vertex,
+                         GINT_TO_POINTER (i + path_start));
+        }
+
+      gluTessEndContour (tess.glu_tess);
+
+      path_start += node->path_size;
+    }
+
+  gluTessEndPolygon (tess.glu_tess);
+
+  gluDeleteTess (tess.glu_tess);
+
+  data->vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
+                                     tess.vertices->len);
+  data->vbo_attributes[0] =
+    cogl_vertex_attribute_new (data->vbo,
+                               "cogl_position_in",
+                               sizeof (CoglPathTesselatorVertex),
+                               G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
+                               2, /* n_components */
+                               COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
+  data->vbo_attributes[1] =
+    cogl_vertex_attribute_new (data->vbo,
+                               "cogl_tex_coord0_in",
+                               sizeof (CoglPathTesselatorVertex),
+                               G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
+                               2, /* n_components */
+                               COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
+  /* NULL terminator */
+  data->vbo_attributes[2] = NULL;
+
+  data->vbo_indices = cogl_indices_new (tess.indices_type,
+                                        tess.indices->data,
+                                        tess.indices->len);
+  data->vbo_n_indices = tess.indices->len;
+
+  cogl_buffer_set_data (COGL_BUFFER (data->vbo),
+                        0, /* offset */
+                        tess.vertices->data,
+                        sizeof (CoglPathTesselatorVertex) * tess.vertices->len);
+
+  g_array_free (tess.vertices, TRUE);
+  g_array_free (tess.indices, TRUE);
+}
+
diff --git a/clutter/cogl/cogl/cogl2-path.h b/clutter/cogl/cogl/cogl2-path.h
new file mode 100644 (file)
index 0000000..f702c4a
--- /dev/null
@@ -0,0 +1,506 @@
+/*
+ * Cogl
+ *
+ * An object oriented GL/GLES Abstraction/Utility Layer
+ *
+ * Copyright (C) 2008,2009 Intel Corporation.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see <http://www.gnu.org/licenses/>.
+ *
+ *
+ */
+
+#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
+#error "Only <cogl/cogl.h> can be included directly."
+#endif
+
+#ifndef __COGL2_PATH_H__
+#define __COGL2_PATH_H__
+
+#include <cogl/cogl-types.h>
+
+G_BEGIN_DECLS
+
+/**
+ * SECTION:cogl-paths
+ * @short_description: Functions for constructing and drawing 2D paths.
+ *
+ * There are two levels on which drawing with cogl-paths can be used.
+ * The highest level functions construct various simple primitive
+ * shapes to be either filled or stroked. Using a lower-level set of
+ * functions more complex and arbitrary paths can be constructed by
+ * concatenating straight line, bezier curve and arc segments.
+ *
+ * When constructing arbitrary paths, the current pen location is
+ * initialized using the move_to command. The subsequent path segments
+ * implicitly use the last pen location as their first vertex and move
+ * the pen location to the last vertex they produce at the end. Also
+ * there are special versions of functions that allow specifying the
+ * vertices of the path segments relative to the last pen location
+ * rather then in the absolute coordinates.
+ */
+
+typedef struct _CoglPath CoglPath;
+
+#define COGL_PATH(obj) ((CoglPath *)(obj))
+
+#define cogl_path_new cogl2_path_new
+/**
+ * cogl_path_new:
+ *
+ * Creates a new, empty path object. The default fill rule is
+ * %COGL_PATH_FILL_RULE_EVEN_ODD.
+ *
+ * Return value: A pointer to a newly allocated #CoglPath, which can
+ * be freed using cogl_object_unref().
+ *
+ * Since: 2.0
+ */
+CoglPath *
+cogl_path_new (void);
+
+/**
+ * cogl_path_copy:
+ * @path: A #CoglPath object
+ *
+ * Returns a new copy of the path in @path. The new path has a
+ * reference count of 1 so you should unref it with
+ * cogl_object_unref() if you no longer need it.
+ *
+ * Internally the path will share the data until one of the paths is
+ * modified so copying paths should be relatively cheap.
+ *
+ * Return value: a copy of the path in @path.
+ *
+ * Since: 2.0
+ */
+CoglPath *
+cogl_path_copy (CoglPath *path);
+
+/**
+ * cogl_is_path:
+ * @object: A #CoglObject
+ *
+ * Gets whether the given object references an existing path object.
+ *
+ * Return value: %TRUE if the object references a #CoglPath,
+ *   %FALSE otherwise.
+ *
+ * Since: 2.0
+ */
+gboolean
+cogl_is_path (void *object);
+
+#define cogl_path_move_to cogl2_path_move_to
+/**
+ * cogl_path_move_to:
+ * @x: X coordinate of the pen location to move to.
+ * @y: Y coordinate of the pen location to move to.
+ *
+ * Moves the pen to the given location. If there is an existing path
+ * this will start a new disjoint subpath.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_move_to (CoglPath *path,
+                   float x,
+                   float y);
+
+#define cogl_path_rel_move_to cogl2_path_rel_move_to
+/**
+ * cogl_path_rel_move_to:
+ * @x: X offset from the current pen location to move the pen to.
+ * @y: Y offset from the current pen location to move the pen to.
+ *
+ * Moves the pen to the given offset relative to the current pen
+ * location. If there is an existing path this will start a new
+ * disjoint subpath.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_rel_move_to (CoglPath *path,
+                       float x,
+                       float y);
+
+#define cogl_path_line_to cogl2_path_line_to
+/**
+ * cogl_path_line_to:
+ * @x: X coordinate of the end line vertex
+ * @y: Y coordinate of the end line vertex
+ *
+ * Adds a straight line segment to the current path that ends at the
+ * given coordinates.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_line_to (CoglPath *path,
+                   float x,
+                   float y);
+
+#define cogl_path_rel_line_to cogl2_path_rel_line_to
+/**
+ * cogl_path_rel_line_to:
+ * @x: X offset from the current pen location of the end line vertex
+ * @y: Y offset from the current pen location of the end line vertex
+ *
+ * Adds a straight line segment to the current path that ends at the
+ * given coordinates relative to the current pen location.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_rel_line_to (CoglPath *path,
+                       float x,
+                       float y);
+
+#define cogl_path_arc cogl2_path_arc
+/**
+ * cogl_path_arc:
+ * @center_x: X coordinate of the elliptical arc center
+ * @center_y: Y coordinate of the elliptical arc center
+ * @radius_x: X radius of the elliptical arc
+ * @radius_y: Y radius of the elliptical arc
+ * @angle_1: Angle in degrees at which the arc begin
+ * @angle_2: Angle in degrees at which the arc ends
+ *
+ * Adds an elliptical arc segment to the current path. A straight line
+ * segment will link the current pen location with the first vertex
+ * of the arc. If you perform a move_to to the arcs start just before
+ * drawing it you create a free standing arc.
+ *
+ * The angles are measured in degrees where 0° is in the direction of
+ * the positive X axis and 90° is in the direction of the positive Y
+ * axis. The angle of the arc begins at @angle_1 and heads towards
+ * @angle_2 (so if @angle_2 is less than @angle_1 it will decrease,
+ * otherwise it will increase).
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_arc (CoglPath *path,
+               float center_x,
+               float center_y,
+               float radius_x,
+               float radius_y,
+               float angle_1,
+               float angle_2);
+
+#define cogl_path_curve_to cogl2_path_curve_to
+/**
+ * cogl_path_curve_to:
+ * @x_1: X coordinate of the second bezier control point
+ * @y_1: Y coordinate of the second bezier control point
+ * @x_2: X coordinate of the third bezier control point
+ * @y_2: Y coordinate of the third bezier control point
+ * @x_3: X coordinate of the fourth bezier control point
+ * @y_3: Y coordinate of the fourth bezier control point
+ *
+ * Adds a cubic bezier curve segment to the current path with the given
+ * second, third and fourth control points and using current pen location
+ * as the first control point.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_curve_to (CoglPath *path,
+                    float x_1,
+                    float y_1,
+                    float x_2,
+                    float y_2,
+                    float x_3,
+                    float y_3);
+
+#define cogl_path_rel_curve_to cogl2_path_rel_curve_to
+/**
+ * cogl_path_rel_curve_to:
+ * @x_1: X coordinate of the second bezier control point
+ * @y_1: Y coordinate of the second bezier control point
+ * @x_2: X coordinate of the third bezier control point
+ * @y_2: Y coordinate of the third bezier control point
+ * @x_3: X coordinate of the fourth bezier control point
+ * @y_3: Y coordinate of the fourth bezier control point
+ *
+ * Adds a cubic bezier curve segment to the current path with the given
+ * second, third and fourth control points and using current pen location
+ * as the first control point. The given coordinates are relative to the
+ * current pen location.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_rel_curve_to (CoglPath *path,
+                        float x_1,
+                        float y_1,
+                        float x_2,
+                        float y_2,
+                        float x_3,
+                        float y_3);
+
+#define cogl_path_close cogl2_path_close
+/**
+ * cogl_path_close:
+ *
+ * Closes the path being constructed by adding a straight line segment
+ * to it that ends at the first vertex of the path.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_close (CoglPath *path);
+
+#define cogl_path_line cogl2_path_line
+/**
+ * cogl_path_line:
+ * @x_1: X coordinate of the start line vertex
+ * @y_1: Y coordinate of the start line vertex
+ * @x_2: X coordinate of the end line vertex
+ * @y_2: Y coordinate of the end line vertex
+ *
+ * Constructs a straight line shape starting and ending at the given
+ * coordinates. If there is an existing path this will start a new
+ * disjoint sub-path.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_line (CoglPath *path,
+                float x_1,
+                float y_1,
+                float x_2,
+                float y_2);
+
+#define cogl_path_polyline cogl2_path_polyline
+/**
+ * cogl_path_polyline:
+ * @coords: (in) (array) (transfer none): A pointer to the first element of an
+ * array of fixed-point values that specify the vertex coordinates.
+ * @num_points: The total number of vertices.
+ *
+ * Constructs a series of straight line segments, starting from the
+ * first given vertex coordinate. If there is an existing path this
+ * will start a new disjoint sub-path. Each subsequent segment starts
+ * where the previous one ended and ends at the next given vertex
+ * coordinate.
+ *
+ * The coords array must contain 2 * num_points values. The first value
+ * represents the X coordinate of the first vertex, the second value
+ * represents the Y coordinate of the first vertex, continuing in the same
+ * fashion for the rest of the vertices. (num_points - 1) segments will
+ * be constructed.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_polyline (CoglPath *path,
+                    const float *coords,
+                    int num_points);
+
+#define cogl_path_polygon cogl2_path_polygon
+/**
+ * cogl_path_polygon:
+ * @coords: (in) (array) (transfer none): A pointer to the first element of
+ * an array of fixed-point values that specify the vertex coordinates.
+ * @num_points: The total number of vertices.
+ *
+ * Constructs a polygonal shape of the given number of vertices. If
+ * there is an existing path this will start a new disjoint sub-path.
+ *
+ * The coords array must contain 2 * num_points values. The first value
+ * represents the X coordinate of the first vertex, the second value
+ * represents the Y coordinate of the first vertex, continuing in the same
+ * fashion for the rest of the vertices.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_polygon (CoglPath *path,
+                   const float *coords,
+                   int num_points);
+
+#define cogl_path_rectangle cogl2_path_rectangle
+/**
+ * cogl_path_rectangle:
+ * @x_1: X coordinate of the top-left corner.
+ * @y_1: Y coordinate of the top-left corner.
+ * @x_2: X coordinate of the bottom-right corner.
+ * @y_2: Y coordinate of the bottom-right corner.
+ *
+ * Constructs a rectangular shape at the given coordinates. If there
+ * is an existing path this will start a new disjoint sub-path.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_rectangle (CoglPath *path,
+                     float x_1,
+                     float y_1,
+                     float x_2,
+                     float y_2);
+
+#define cogl_path_ellipse cogl2_path_ellipse
+/**
+ * cogl_path_ellipse:
+ * @center_x: X coordinate of the ellipse center
+ * @center_y: Y coordinate of the ellipse center
+ * @radius_x: X radius of the ellipse
+ * @radius_y: Y radius of the ellipse
+ *
+ * Constructs an ellipse shape. If there is an existing path this will
+ * start a new disjoint sub-path.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_ellipse (CoglPath *path,
+                   float center_x,
+                   float center_y,
+                   float radius_x,
+                   float radius_y);
+
+#define cogl_path_round_rectangle cogl2_path_round_rectangle
+/**
+ * cogl_path_round_rectangle:
+ * @x_1: X coordinate of the top-left corner.
+ * @y_1: Y coordinate of the top-left corner.
+ * @x_2: X coordinate of the bottom-right corner.
+ * @y_2: Y coordinate of the bottom-right corner.
+ * @radius: Radius of the corner arcs.
+ * @arc_step: Angle increment resolution for subdivision of
+ * the corner arcs.
+ *
+ * Constructs a rectangular shape with rounded corners. If there is an
+ * existing path this will start a new disjoint sub-path.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_round_rectangle (CoglPath *path,
+                           float x_1,
+                           float y_1,
+                           float x_2,
+                           float y_2,
+                           float radius,
+                           float arc_step);
+
+/**
+ * CoglPathFillRule:
+ * @COGL_PATH_FILL_RULE_NON_ZERO: Each time the line crosses an edge of
+ * the path from left to right one is added to a counter and each time
+ * it crosses from right to left the counter is decremented. If the
+ * counter is non-zero then the point will be filled. See <xref
+ * linkend="fill-rule-non-zero"/>.
+ * @COGL_PATH_FILL_RULE_EVEN_ODD: If the line crosses an edge of the
+ * path an odd number of times then the point will filled, otherwise
+ * it won't. See <xref linkend="fill-rule-even-odd"/>.
+ *
+ * #CoglPathFillRule is used to determine how a path is filled. There
+ * are two options - 'non-zero' and 'even-odd'. To work out whether any
+ * point will be filled imagine drawing an infinetely long line in any
+ * direction from that point. The number of times and the direction
+ * that the edges of the path crosses this line determines whether the
+ * line is filled as described below. Any open sub paths are treated
+ * as if there was an extra line joining the first point and the last
+ * point.
+ *
+ * The default fill rule is %COGL_PATH_FILL_RULE_EVEN_ODD. The fill
+ * rule is attached to the current path so preserving a path with
+ * cogl_get_path() also preserves the fill rule. Calling
+ * cogl_path_new() resets the current fill rule to the default.
+ *
+ * <figure id="fill-rule-non-zero">
+ *   <title>Example of filling various paths using the non-zero rule</title>
+ *   <graphic fileref="fill-rule-non-zero.png" format="PNG"/>
+ * </figure>
+ *
+ * <figure id="fill-rule-even-odd">
+ *   <title>Example of filling various paths using the even-odd rule</title>
+ *   <graphic fileref="fill-rule-even-odd.png" format="PNG"/>
+ * </figure>
+ *
+ * Since: 1.4
+ */
+typedef enum {
+  COGL_PATH_FILL_RULE_NON_ZERO,
+  COGL_PATH_FILL_RULE_EVEN_ODD
+} CoglPathFillRule;
+
+#define cogl_path_set_fill_rule cogl2_path_set_fill_rule
+/**
+ * cogl_path_set_fill_rule:
+ * @fill_rule: The new fill rule.
+ *
+ * Sets the fill rule of the current path to @fill_rule. This will
+ * affect how the path is filled when cogl_path_fill() is later
+ * called. Note that the fill rule state is attached to the path so
+ * calling cogl_get_path() will preserve the fill rule and calling
+ * cogl_path_new() will reset the fill rule back to the default.
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_set_fill_rule (CoglPath *path, CoglPathFillRule fill_rule);
+
+#define cogl_path_get_fill_rule cogl2_path_get_fill_rule
+/**
+ * cogl_path_get_fill_rule:
+ *
+ * Retrieves the fill rule set using cogl_path_set_fill_rule().
+ *
+ * Return value: the fill rule that is used for the current path.
+ *
+ * Since: 2.0
+ */
+CoglPathFillRule
+cogl_path_get_fill_rule (CoglPath *path);
+
+#define cogl_path_fill cogl2_path_fill
+/**
+ * cogl_path_fill:
+ *
+ * Fills the interior of the constructed shape using the current
+ * drawing color.
+ *
+ * The interior of the shape is determined using the fill rule of the
+ * path. See %CoglPathFillRule for details.
+ *
+ * <note>The result of referencing sliced textures in your current
+ * pipeline when filling a path are undefined. You should pass
+ * the %COGL_TEXTURE_NO_SLICING flag when loading any texture you will
+ * use while filling a path.</note>
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_fill (CoglPath *path);
+
+#define cogl_path_stroke cogl2_path_stroke
+/**
+ * cogl_path_stroke:
+ *
+ * Strokes the constructed shape using the current drawing color and a
+ * width of 1 pixel (regardless of the current transformation
+ * matrix).
+ *
+ * Since: 2.0
+ */
+void
+cogl_path_stroke (CoglPath *path);
+
+G_END_DECLS
+
+#endif /* __COGL2_PATH_H__ */
+
index 6f78796..6226a81 100644 (file)
@@ -378,6 +378,7 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
         case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
           {
             float points[8];
+            CoglPath *path;
 
             points[0] =  node->d.trapezoid.x_11;
             points[1] =  node->d.trapezoid.y_1;
@@ -390,8 +391,10 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
 
             cogl_material_set_color (solid_material, &draw_color);
             cogl_push_source (solid_material);
-            cogl_path_polygon (points, 4);
-            cogl_path_fill ();
+            path = cogl_path_new ();
+            cogl_path_polygon (path, points, 4);
+            cogl_path_fill (path);
+            cogl_object_unref (path);
             cogl_pop_source ();
           }
           break;
index 207c8e3..37ad4b4 100644 (file)
@@ -1,4 +1,5 @@
 #include <config.h>
+#undef COGL_ENABLE_EXPERIMENTAL_2_0_API
 #include <glib.h>
 #include <gmodule.h>
 #include <stdlib.h>