{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
- CoglError *error = NULL;
+ GError *error = NULL;
static CoglPipeline *shadow_pipeline_template = NULL;
if (error)
{
g_warning ("Failed to allocate texture: %s", error->message);
- cogl_error_free (error);
+ g_error_free (error);
}
g_free (pixels_out);
CoglFramebuffer *fb;
CoglContext *ctx;
CoglColor clear_color;
- CoglError *catch_error = NULL;
+ GError *catch_error = NULL;
float x, y;
ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
if (!cogl_framebuffer_allocate (fb, &catch_error))
{
- cogl_error_free (catch_error);
+ g_error_free (catch_error);
cogl_object_unref (offscreen);
cogl_object_unref (buffer);
return NULL;
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
- CoglError *error = NULL;
+ GError *error = NULL;
CoglTexture *texture;
cairo_t *cr;
cairo_surface_t *surface;
if (error)
{
g_warning ("Failed to allocate texture: %s", error->message);
- cogl_error_free (error);
+ g_error_free (error);
}
g_free (data);
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
- CoglError *error = NULL;
+ GError *error = NULL;
StBorderImage *border_image;
CoglTexture *texture;
guint radius[4];
if (error)
{
g_warning ("Failed to allocate texture: %s", error->message);
- cogl_error_free (error);
+ g_error_free (error);
}
cairo_destroy (cr);
int fb_width, fb_height;
CoglTexture *buffer;
CoglFramebuffer *offscreen = NULL;
- CoglError *error = NULL;
+ GError *error = NULL;
ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
state->box_shadow_pipeline = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node),
buffer, state->resource_scale);
}
- else
- {
- cogl_error_free (error);
- }
+ g_clear_error (&error);
cogl_clear_object (&offscreen);
cogl_clear_object (&buffer);
}
StThemeNodeTransitionPrivate *priv = transition->priv;
CoglContext *ctx;
guint width, height;
- CoglError *catch_error = NULL;
+ GError *catch_error = NULL;
/* template material to avoid unnecessary shader compilation */
static CoglPipeline *material_template = NULL;
priv->old_offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (priv->old_texture));
if (!cogl_framebuffer_allocate (priv->old_offscreen, &catch_error))
{
- cogl_error_free (catch_error);
+ g_error_free (catch_error);
cogl_clear_object (&priv->old_offscreen);
return FALSE;
}
priv->new_offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (priv->new_texture));
if (!cogl_framebuffer_allocate (priv->new_offscreen, &catch_error))
{
- cogl_error_free (catch_error);
+ g_error_free (catch_error);
cogl_clear_object (&priv->new_offscreen);
return FALSE;
}