glamor: improve glamor_finish_access.
When the platform's coordinate system is the same as X11's . We can load the texture to the fbo directly without one extra texture transformation.
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28835be1b8
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@ -425,56 +425,21 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
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}
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}
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}
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}
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void
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/* Load the pixmap's data to the fbo's texutre directly.
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glamor_finish_access(DrawablePtr drawable)
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* Only useful when the platform enable yInverted, for
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* example MESA/EGL.
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* */
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void glamor_load_texture_pixmap_direct(PixmapPtr pixmap)
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{
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(drawable->pScreen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(pixmap->drawable.pScreen);
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unsigned int stride, row_length;
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unsigned int stride, row_length;
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GLenum format, type;
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GLenum format, type;
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static float vertices[4][2] = {{-1, -1},
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{ 1, -1},
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{ 1, 1},
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{-1, 1}};
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static float texcoords[4][2] = {{0, 1},
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{1, 1},
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{1, 0},
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{0, 0}};
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GLuint tex;
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static float texcoords_inverted[4][2] = {{0, 0},
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{1, 0},
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{1, 1},
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{0, 1}};
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static float *ptexcoords;
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if (pixmap_priv == NULL)
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return;
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if (glamor_priv->yInverted)
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ptexcoords = &texcoords_inverted[0][0];
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else
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ptexcoords = &texcoords[0][0];
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if (pixmap_priv->fb == 0) {
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ScreenPtr screen = pixmap->drawable.pScreen;
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PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
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if (pixmap != screen_pixmap)
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return;
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}
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/* Check if finish_access was already called once on this */
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if (pixmap->devPrivate.ptr == NULL)
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return;
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if (pixmap_priv->access_mode == GLAMOR_ACCESS_RO)
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goto read_only;
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stride = pixmap->devKind;
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stride = pixmap->devKind;
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row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
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row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
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switch (drawable->depth) {
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switch (pixmap->drawable.depth) {
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case 1:
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case 1:
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format = GL_COLOR_INDEX;
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format = GL_COLOR_INDEX;
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type = GL_BITMAP;
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type = GL_BITMAP;
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@ -485,23 +450,80 @@ glamor_finish_access(DrawablePtr drawable)
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type = GL_UNSIGNED_BYTE;
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type = GL_UNSIGNED_BYTE;
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break;
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break;
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case 24:
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case 24:
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assert(drawable->bitsPerPixel == 32);
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assert(pixmap->drawable.bitsPerPixel == 32);
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/* FALLTHROUGH */
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/* FALLTHROUGH */
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case 32:
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case 32:
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format = GL_BGRA;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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break;
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default:
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default:
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ErrorF("Unknown finishaccess depth %d\n", drawable->depth);
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ErrorF("Unknown finishaccess depth %d\n", pixmap->drawable.depth);
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return;
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return;
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}
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
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glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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pixmap->drawable.width, pixmap->drawable.height, 0,
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format, type, pixmap->devPrivate.ptr);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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/*
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* Load texture from the pixmap's data pointer and then
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* draw the texture to the fbo, and flip the y axis.
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* */
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void
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glamor_load_texture_pixmap(PixmapPtr pixmap)
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{
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(pixmap->drawable.pScreen);
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unsigned int stride, row_length;
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GLenum format, type;
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static float vertices[8] = {-1, -1,
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1, -1,
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1, 1,
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-1, 1};
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static float texcoords[8] = {0, 1,
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1, 1,
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1, 0,
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0, 0};
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GLuint tex;
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stride = pixmap->devKind;
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row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
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switch (pixmap->drawable.depth) {
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case 1:
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format = GL_COLOR_INDEX;
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type = GL_BITMAP;
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row_length = stride;
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break;
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case 8:
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format = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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break;
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case 24:
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assert(pixmap->drawable.bitsPerPixel == 32);
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/* FALLTHROUGH */
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case 32:
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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default:
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ErrorF("Unknown finishaccess depth %d\n", pixmap->drawable.depth);
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return;
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}
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glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
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glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, ptexcoords);
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glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
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@ -529,8 +551,39 @@ glamor_finish_access(DrawablePtr drawable)
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDeleteTextures(1, &tex);
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glDeleteTextures(1, &tex);
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}
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void
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glamor_finish_access(DrawablePtr drawable)
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(drawable->pScreen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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unsigned int stride, row_length;
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GLenum format, type;
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/* Check if finish_access was already called once on this */
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if (pixmap->devPrivate.ptr == NULL)
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return;
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if (pixmap_priv == NULL)
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return;
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if (pixmap_priv->fb == 0) {
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ScreenPtr screen = pixmap->drawable.pScreen;
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PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
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if (pixmap != screen_pixmap)
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return;
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}
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if (pixmap_priv->access_mode != GLAMOR_ACCESS_RO) {
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if (glamor_priv->yInverted)
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glamor_load_texture_pixmap_direct(pixmap);
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else
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glamor_load_texture_pixmap(pixmap);
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}
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read_only:
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if (GLEW_MESA_pack_invert || glamor_priv->yInverted) {
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if (GLEW_MESA_pack_invert || glamor_priv->yInverted) {
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glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
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glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
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glUnmapBufferARB (GL_PIXEL_PACK_BUFFER_EXT);
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glUnmapBufferARB (GL_PIXEL_PACK_BUFFER_EXT);
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@ -542,7 +595,6 @@ read_only:
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pixmap->devPrivate.ptr = NULL;
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pixmap->devPrivate.ptr = NULL;
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}
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}
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/**
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/**
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* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
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* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
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* current fill style.
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* current fill style.
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