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Obsolete
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/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "intel_screen.h"
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#include "intel_context.h"
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#include "intel_blit.h"
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#include "intel_buffers.h"
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#include "intel_depthstencil.h"
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#include "intel_fbo.h"
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#include "intel_batchbuffer.h"
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#include "intel_reg.h"
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#include "context.h"
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#include "utils.h"
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#include "drirenderbuffer.h"
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#include "framebuffer.h"
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#include "vblank.h"
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#include "pipe/p_context.h"
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/**
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* Update the following fields for rendering:
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* intel->numClipRects
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* intel->pClipRects
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*/
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static void
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intelSetRenderbufferClipRects(struct intel_context *intel)
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{
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/* zero-sized buffers might be legal? */
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assert(intel->ctx.DrawBuffer->Width > 0);
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assert(intel->ctx.DrawBuffer->Height > 0);
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intel->fboRect.x1 = 0;
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intel->fboRect.y1 = 0;
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intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
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intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
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intel->numClipRects = 1;
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intel->pClipRects = &intel->fboRect;
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}
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/**
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* Update the hardware state for drawing into a window or framebuffer object.
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*
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* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
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* places within the driver.
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*
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* Basically, this needs to be called any time the current framebuffer
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* changes, the renderbuffers change, or we need to draw into different
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* color buffers.
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*/
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void
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intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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{
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struct intel_context *intel = intel_context(ctx);
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struct pipe_region *colorRegion, *depthRegion = NULL;
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struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
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if (!fb) {
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/* this can happen during the initial context initialization */
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return;
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}
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/* Do this here, not core Mesa, since this function is called from
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* many places within the driver.
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*/
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if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
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/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
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_mesa_update_framebuffer(ctx);
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/* this updates the DrawBuffer's Width/Height if it's a FBO */
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_mesa_update_draw_buffer_bounds(ctx);
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}
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if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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/* this may occur when we're called by glBindFrameBuffer() during
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* the process of someone setting up renderbuffers, etc.
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*/
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/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
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return;
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}
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if (fb->Name)
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intel_validate_paired_depth_stencil(ctx, fb);
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/*
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* How many color buffers are we drawing into?
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*/
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if (fb->_NumColorDrawBuffers[0] != 1) {
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/* writing to 0 or 2 or 4 color buffers */
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/*_mesa_debug(ctx, "Software rendering\n");*/
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
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}
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else {
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/* draw to exactly one color buffer */
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/*_mesa_debug(ctx, "Hardware rendering\n");*/
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
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}
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/*
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* Get the intel_renderbuffer for the colorbuffer we're drawing into.
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* And set up cliprects.
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*/
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{
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struct intel_renderbuffer *irb;
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intelSetRenderbufferClipRects(intel);
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[0][0]);
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colorRegion = (irb && irb->region) ? irb->region : NULL;
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}
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/* Update culling direction which changes depending on the
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* orientation of the buffer:
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*/
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if (ctx->Driver.FrontFace)
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ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
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else
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ctx->NewState |= _NEW_POLYGON;
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if (!colorRegion) {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
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}
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/***
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*** Get depth buffer region and check if we need a software fallback.
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*** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
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***/
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if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
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irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
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if (irbDepth && irbDepth->region) {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = irbDepth->region;
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
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depthRegion = NULL;
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}
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}
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else {
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/* not using depth buffer */
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = NULL;
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}
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/***
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*** Stencil buffer
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*** This can only be hardware accelerated if we're using a
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*** combined DEPTH_STENCIL buffer (for now anyway).
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***/
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if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
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irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
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if (irbStencil && irbStencil->region) {
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ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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/* need to re-compute stencil hw state */
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// ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
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if (!depthRegion)
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depthRegion = irbStencil->region;
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
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}
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}
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else {
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/* XXX FBO: instead of FALSE, pass ctx->Stencil.Enabled ??? */
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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/* need to re-compute stencil hw state */
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// ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
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}
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/**
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** Release old regions, reference new regions
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**/
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// intel->vtbl.set_draw_region(intel, colorRegion, depthRegion);
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/* update viewport since it depends on window size */
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// ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
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// ctx->Viewport.Width, ctx->Viewport.Height);
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/* Update hardware scissor */
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// ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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// ctx->Scissor.Width, ctx->Scissor.Height);
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}
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static void
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intelDrawBuffer(GLcontext * ctx, GLenum mode)
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{
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intel_draw_buffer(ctx, ctx->DrawBuffer);
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}
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static void
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intelReadBuffer(GLcontext * ctx, GLenum mode)
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{
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if (ctx->ReadBuffer == ctx->DrawBuffer) {
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/* This will update FBO completeness status.
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* A framebuffer will be incomplete if the GL_READ_BUFFER setting
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* refers to a missing renderbuffer. Calling glReadBuffer can set
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* that straight and can make the drawing buffer complete.
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*/
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intel_draw_buffer(ctx, ctx->DrawBuffer);
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}
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/* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
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* reference ctx->ReadBuffer and do appropriate state checks.
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*/
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}
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void
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intelInitBufferFuncs(struct dd_function_table *functions)
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{
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functions->DrawBuffer = intelDrawBuffer;
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functions->ReadBuffer = intelReadBuffer;
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}
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