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intel: Add acceleration for glDrawPixels(GL_STENCIL_INDEX).
This is nasty because there's no way in GL to output data to the stencil buffer directly, so we have to do a dance to wrap the depth/stencil buffer in an ARGB renderbuffer. Improves performance of several oglconform testcases by better than a factor of 2.
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41ccdde767
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1 changed files with 196 additions and 1 deletions
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@ -40,6 +40,12 @@
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#include "main/varray.h"
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#include "main/attrib.h"
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#include "main/enable.h"
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#include "main/buffers.h"
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#include "main/fbobject.h"
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#include "main/renderbuffer.h"
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#include "main/depth.h"
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#include "main/hash.h"
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#include "main/blend.h"
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#include "glapi/dispatch.h"
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#include "swrast/swrast.h"
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@ -51,7 +57,7 @@
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#include "intel_regions.h"
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#include "intel_pixel.h"
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#include "intel_buffer_objects.h"
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#include "intel_fbo.h"
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static GLboolean
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intel_texture_drawpixels(GLcontext * ctx,
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@ -89,6 +95,15 @@ intel_texture_drawpixels(GLcontext * ctx,
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if (format == GL_STENCIL_INDEX)
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return GL_FALSE;
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/* Check that we can load in a texture this big. */
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if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
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height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
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width, height);
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return GL_FALSE;
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}
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/* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
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* the color buffer, and sample the texture values into the fragment depth
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* in a program.
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@ -170,6 +185,182 @@ intel_texture_drawpixels(GLcontext * ctx,
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return GL_TRUE;
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}
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static GLboolean
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intel_stencil_drawpixels(GLcontext * ctx,
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GLint x, GLint y,
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GLsizei width, GLsizei height,
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GLenum format,
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GLenum type,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid *pixels)
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{
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GLuint texname, rb_name, fb_name, old_fb_name;
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GLfloat vertices[4][2];
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GLfloat texcoords[4][2];
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struct intel_renderbuffer *irb;
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struct intel_renderbuffer *depth_irb;
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struct gl_renderbuffer *rb;
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struct gl_pixelstore_attrib old_unpack;
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GLstencil *stencil_pixels;
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int row;
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if (format != GL_STENCIL_INDEX)
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return GL_FALSE;
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/* If there's nothing to write, we're done. */
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if (ctx->Stencil.WriteMask[0] == 0)
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return GL_TRUE;
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/* Can't do a per-bit writemask while treating stencil as rgba data. */
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if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff)
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return GL_FALSE;
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/* We use FBOs for our wrapping of the depthbuffer into a color
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* destination.
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*/
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if (!ctx->Extensions.EXT_framebuffer_object)
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return GL_FALSE;
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/* We're going to mess with texturing with no regard to existing texture
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* state, so if there is some set up we have to bail.
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*/
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if (ctx->Texture._EnabledUnits != 0)
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return GL_FALSE;
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/* Can't do textured DrawPixels with a fragment program, unless we were
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* to generate a new program that sampled our texture and put the results
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* in the fragment color before the user's program started.
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*/
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if (ctx->FragmentProgram.Enabled)
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return GL_FALSE;
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/* Check that we can load in a texture this big. */
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if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
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height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels(STENCIL_IDNEX) fallback: "
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"bitmap too large (%dx%d)\n",
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width, height);
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return GL_FALSE;
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}
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_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
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GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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old_fb_name = ctx->DrawBuffer->Name;
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_Disable(GL_DEPTH_TEST);
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_mesa_Disable(GL_STENCIL_TEST);
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/* Unpack the supplied stencil values into a ubyte buffer. */
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assert(sizeof(GLstencil) == sizeof(GLubyte));
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stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
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for (row = 0; row < height; row++) {
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GLvoid *source = _mesa_image_address2d(unpack, pixels,
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width, height,
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GL_COLOR_INDEX, type,
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row, 0);
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_mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
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stencil_pixels +
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row * width * sizeof(GLstencil),
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type, source, unpack, ctx->_ImageTransferState);
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}
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/* Take the current depth/stencil renderbuffer, and make a new one wrapping
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* it which will be treated as GL_RGBA8 so we can render to it as a color
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* buffer.
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*/
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depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
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irb = intel_create_renderbuffer(GL_RGBA8);
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rb = &irb->Base;
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irb->Base.Width = depth_irb->Base.Width;
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irb->Base.Height = depth_irb->Base.Height;
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intel_renderbuffer_set_region(irb, depth_irb->region);
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/* Create a name for our renderbuffer, which lets us use other mesa
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* rb functions for convenience.
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*/
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_mesa_GenRenderbuffersEXT(1, &rb_name);
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irb->Base.RefCount++;
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_mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
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/* Bind the new renderbuffer to the color attachment point. */
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_mesa_GenFramebuffersEXT(1, &fb_name);
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
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_mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT,
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rb_name);
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/* Choose to render to the color attachment. */
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_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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_mesa_DepthMask(GL_FALSE);
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_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
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_mesa_Enable(GL_TEXTURE_2D);
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_mesa_GenTextures(1, &texname);
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_mesa_BindTexture(GL_TEXTURE_2D, texname);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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_mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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old_unpack = ctx->Unpack;
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ctx->Unpack = ctx->DefaultPacking;
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_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
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GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
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ctx->Unpack = old_unpack;
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_mesa_free(stencil_pixels);
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_mesa_MatrixMode(GL_PROJECTION);
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_mesa_PushMatrix();
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_mesa_LoadIdentity();
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_mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
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_mesa_MatrixMode(GL_MODELVIEW);
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_mesa_PushMatrix();
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_mesa_LoadIdentity();
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vertices[0][0] = x;
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vertices[0][1] = y;
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vertices[1][0] = x + width * ctx->Pixel.ZoomX;
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vertices[1][1] = y;
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vertices[2][0] = x + width * ctx->Pixel.ZoomX;
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vertices[2][1] = y + height * ctx->Pixel.ZoomY;
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vertices[3][0] = x;
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vertices[3][1] = y + height * ctx->Pixel.ZoomY;
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texcoords[0][0] = 0.0;
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texcoords[0][1] = 0.0;
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texcoords[1][0] = 1.0;
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texcoords[1][1] = 0.0;
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texcoords[2][0] = 1.0;
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texcoords[2][1] = 1.0;
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texcoords[3][0] = 0.0;
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texcoords[3][1] = 1.0;
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_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
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_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
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_mesa_Enable(GL_VERTEX_ARRAY);
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_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
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CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
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_mesa_MatrixMode(GL_PROJECTION);
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_mesa_PopMatrix();
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_mesa_MatrixMode(GL_MODELVIEW);
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_mesa_PopMatrix();
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_mesa_PopClientAttrib();
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_mesa_PopAttrib();
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_mesa_DeleteTextures(1, &texname);
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_mesa_DeleteFramebuffersEXT(1, &fb_name);
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_mesa_DeleteRenderbuffersEXT(1, &rb_name);
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return GL_TRUE;
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}
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void
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intelDrawPixels(GLcontext * ctx,
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GLint x, GLint y,
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@ -183,6 +374,10 @@ intelDrawPixels(GLcontext * ctx,
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unpack, pixels))
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return;
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if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
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unpack, pixels))
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return;
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if (INTEL_DEBUG & DEBUG_PIXEL)
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_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
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