Allow for multiple composite-based visuals, then add an RGB24 visual in
addition to the ARGB32 one. This allows 'glitz' to run on top of any X server using mesa. Switch to using 32bpp for depth 24 pixmaps (even when the frame buffer is not depth 24).
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@ -43,9 +43,22 @@
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#include "dpmsproc.h"
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#endif
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CARD8 kdBpp[] = { 1, 4, 8, 16, 24, 32 };
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typedef struct _kdDepths {
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CARD8 depth;
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CARD8 bpp;
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} KdDepths;
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#define NUM_KD_BPP (sizeof (kdBpp) / sizeof (kdBpp[0]))
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KdDepths kdDepths[] = {
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{ 1, 1 },
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{ 4, 4 },
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{ 8, 8 },
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{ 15, 16 },
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{ 16, 16 },
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{ 24, 32 },
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{ 32, 32 }
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};
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#define NUM_KD_DEPTHS (sizeof (kdDepths) / sizeof (kdDepths[0]))
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int kdScreenPrivateIndex;
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unsigned long kdGeneration;
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@ -1320,9 +1333,9 @@ KdSetPixmapFormats (ScreenInfo *pScreenInfo)
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/*
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* Fill in additional formats
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*/
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for (i = 0; i < NUM_KD_BPP; i++)
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if (!depthToBpp[kdBpp[i]])
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depthToBpp[kdBpp[i]] = kdBpp[i];
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for (i = 0; i < NUM_KD_DEPTHS; i++)
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if (!depthToBpp[kdDepths[i].depth])
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depthToBpp[kdDepths[i].depth] = kdDepths[i].bpp;
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pScreenInfo->imageByteOrder = IMAGE_BYTE_ORDER;
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pScreenInfo->bitmapScanlineUnit = BITMAP_SCANLINE_UNIT;
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