glamor: remove disabled code
This block was disabled since 2011, so there is likely no need to keep it any more. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net>
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6227f07b69
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aa2635b804
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@ -35,207 +35,8 @@
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void
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void
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glamor_init_putimage_shaders(ScreenPtr screen)
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glamor_init_putimage_shaders(ScreenPtr screen)
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{
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{
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#if 0
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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const char *xybitmap_vs =
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"uniform float x_bias;\n"
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"uniform float x_scale;\n"
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"uniform float y_bias;\n"
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"uniform float y_scale;\n"
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"varying vec2 bitmap_coords;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
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" (gl_Vertex.y + y_bias) * y_scale,\n"
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" 0,\n"
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" 1);\n"
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" bitmap_coords = gl_MultiTexCoord0.xy;\n"
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"}\n";
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const char *xybitmap_fs =
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"uniform vec4 fg, bg;\n"
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"varying vec2 bitmap_coords;\n"
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"uniform sampler2D bitmap_sampler;\n"
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"void main()\n"
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"{\n"
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" float bitmap_value = texture2D(bitmap_sampler,\n"
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" bitmap_coords).x;\n"
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" gl_FragColor = mix(bg, fg, bitmap_value);\n"
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"}\n";
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GLint fs_prog, vs_prog, prog;
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GLint sampler_uniform_location;
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if (!GLEW_ARB_fragment_shader)
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return;
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prog = glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs);
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glAttachShader(prog, vs_prog);
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glAttachShader(prog, fs_prog);
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glamor_link_glsl_prog(prog);
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glUseProgram(prog);
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sampler_uniform_location = glGetUniformLocation(prog, "bitmap_sampler");
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glUniform1i(sampler_uniform_location, 0);
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glamor_priv->put_image_xybitmap_fg_uniform_location =
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glGetUniformLocation(prog, "fg");
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glamor_priv->put_image_xybitmap_bg_uniform_location =
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glGetUniformLocation(prog, "bg");
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glamor_get_transform_uniform_locations(prog,
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&glamor_priv->
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put_image_xybitmap_transform);
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glamor_priv->put_image_xybitmap_prog = prog;
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glUseProgram(0);
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#endif
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}
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}
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/* Do an XYBitmap putimage. The bits are byte-aligned rows of bitmap
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* data (where each row starts at a bit index of left_pad), and the
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* destination gets filled with the gc's fg color where the bitmap is set
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* and the bg color where the bitmap is unset.
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*
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* Implement this by passing the bitmap right through to GL, and sampling
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* it to choose between fg and bg in the fragment shader. The driver may
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* be exploding the bitmap up to be an 8-bit alpha texture, in which
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* case we might be better off just doing the fg/bg choosing in the CPU
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* and just draw the resulting texture to the destination.
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*/
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#if 0
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static int
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y_flip(PixmapPtr pixmap, int y)
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{
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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 (pixmap->drawable.height - 1) - y;
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else
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return y;
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}
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static void
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glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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int x, int y, int w, int h, int left_pad,
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int image_format, char *bits)
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{
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ScreenPtr screen = drawable->pScreen;
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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float fg[4], bg[4];
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GLuint tex;
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unsigned int stride = PixmapBytePad(1, w + left_pad);
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RegionPtr clip;
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BoxPtr box;
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int nbox;
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float dest_coords[8];
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const float bitmap_coords[8] = {
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0.0, 0.0,
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1.0, 0.0,
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1.0, 1.0,
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0.0, 1.0,
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};
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GLfloat xscale, yscale;
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glamor_pixmap_private *pixmap_priv;
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale);
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glamor_set_normalize_vcoords(xscale, yscale,
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x, y,
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x + w, y + h,
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glamor_priv->yInverted, dest_coords);
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glamor_fallback("glamor_put_image_xybitmap: disabled\n");
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goto fail;
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if (glamor_priv->put_image_xybitmap_prog == 0) {
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ErrorF("no program for xybitmap putimage\n");
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goto fail;
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}
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glamor_set_alu(gc->alu);
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if (!glamor_set_planemask(pixmap, gc->planemask))
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goto fail;
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glUseProgram(glamor_priv->put_image_xybitmap_prog);
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glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
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glUniform4fv(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
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glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
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glUniform4fv(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
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w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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/* Now that we've set up our bitmap texture and the shader, shove
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* the destination rectangle through the cliprects and run the
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* shader on the resulting fragments.
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*/
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glVertexPointer(2, GL_FLOAT, 0, dest_coords);
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glEnableClientState(GL_VERTEX_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_SCISSOR_TEST);
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clip = fbGetCompositeClip(gc);
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for (nbox = REGION_NUM_RECTS(clip), box = REGION_RECTS(clip); nbox--; box++) {
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int x1 = x;
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int y1 = y;
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int x2 = x + w;
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int y2 = y + h;
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if (x1 < box->x1)
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x1 = box->x1;
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if (y1 < box->y1)
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y1 = box->y1;
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if (x2 > box->x2)
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x2 = box->x2;
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if (y2 > box->y2)
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y2 = box->y2;
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if (x1 >= x2 || y1 >= y2)
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continue;
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glScissor(box->x1, y_flip(pixmap, box->y1),
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box->x2 - box->x1, box->y2 - box->y1);
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glDrawArrays(GL_QUADS, 0, 4);
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}
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glDisable(GL_SCISSOR_TEST);
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glamor_set_alu(GXcopy);
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glamor_set_planemask(pixmap, ~0);
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glDeleteTextures(1, &tex);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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return;
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glamor_set_alu(GXcopy);
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glamor_set_planemask(pixmap, ~0);
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glamor_fallback(": to %p (%c)\n",
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drawable, glamor_get_drawable_location(drawable));
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fail:
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) &&
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glamor_prepare_access_gc(gc)) {
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fbPutImage(drawable, gc, 1, x, y, w, h, left_pad, XYBitmap, bits);
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}
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glamor_finish_access_gc(gc);
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glamor_finish_access(drawable);
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}
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#endif
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void
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void
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glamor_fini_putimage_shaders(ScreenPtr screen)
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glamor_fini_putimage_shaders(ScreenPtr screen)
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{
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{
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