This prevents situations where the server doesn't use the target the
client thinks it does, usually resulting in the texture being sampled as all
white.
When available, use the 2D driver texOffsetStart hook and the 3D driver
setTexOffset hook to save the overhead of passing the pixmap data to
glTex(Sub)Image.
The basic idea is to update the driver specific 'offset' for bound pixmaps
before dispatching a GLX render request and to flush immediately afterwards
if there are any pixmaps bound. This should ensure that the 3D driver can
use pixmaps for texturing directly regardless of the X server moving them
around.
- Only update when pixmap content actually change;
- Only update the regions that acutally changed.
This is a worthwhile optimization, but it doesn't completely remove
the bottleneck, as mesa still uploads then entire texture whenever
it changes.
Add XSERV_t, TRANS_SERVER, TRANS_REOPEN to quash warnings.
Add #include <dix-config.h> or <xorg-config.h>, as appropriate, to all
source files in the xserver/xorg tree, predicated on defines of
HAVE_{DIX,XORG}_CONFIG_H. Change all Xfont includes to
<X11/fonts/foo.h>.