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gl renderer: Declare color matrix child separately
Otherwise I'm doing this all the time when debugging.
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@ -1215,13 +1215,14 @@ render_color_matrix_node (GskGLRenderer *self,
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const float min_y = builder->dy + node->bounds.origin.y;
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const float min_y = builder->dy + node->bounds.origin.y;
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const float max_x = min_x + node->bounds.size.width;
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const float max_x = min_x + node->bounds.size.width;
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const float max_y = min_y + node->bounds.size.height;
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const float max_y = min_y + node->bounds.size.height;
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GskRenderNode *child = gsk_color_matrix_node_get_child (node);
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int texture_id;
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int texture_id;
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gboolean is_offscreen;
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gboolean is_offscreen;
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/* Pass min_x/max_x/min_y/max_y without builder->dx/dy! */
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/* Pass min_x/max_x/min_y/max_y without builder->dx/dy! */
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add_offscreen_ops (self, builder,
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add_offscreen_ops (self, builder,
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&node->bounds,
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&node->bounds,
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gsk_color_matrix_node_get_child (node),
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child,
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&texture_id, &is_offscreen,
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&texture_id, &is_offscreen,
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RESET_CLIP | RESET_OPACITY);
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RESET_CLIP | RESET_OPACITY);
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