glamor: Replace the immediate mode in glamor_fill() with glDrawArrays().
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			@ -92,29 +92,15 @@ glamor_init_solid_shader(ScreenPtr screen)
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    const char *solid_vs_only =
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	"uniform vec4 color;\n"
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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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	"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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	"	gl_Position = gl_Vertex;\n"
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	"	gl_Color = color;\n"
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	"}\n";
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    const char *solid_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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	"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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	"	gl_Position = gl_Vertex;\n"
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	"}\n";
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    const char *solid_fs =
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	"uniform vec4 color;\n"
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			@ -138,8 +124,6 @@ glamor_init_solid_shader(ScreenPtr screen)
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    glamor_priv->solid_color_uniform_location =
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	glGetUniformLocationARB(glamor_priv->solid_prog, "color");
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    glamor_get_transform_uniform_locations(glamor_priv->solid_prog,
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					   &glamor_priv->solid_transform);
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}
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void
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			@ -153,6 +137,7 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
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    int y1 = y;
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    int y2 = y + height;
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    GLfloat color[4];
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    float vertices[4][2];
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    if (!glamor_set_destination_pixmap(pixmap))
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	return;
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			@ -163,15 +148,22 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
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    glUseProgramObjectARB(glamor_priv->solid_prog);
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    glamor_get_color_4f_from_pixel(pixmap, fg_pixel, color);
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    glUniform4fvARB(glamor_priv->solid_color_uniform_location, 1, color);
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    glamor_set_transform_for_pixmap(pixmap, &glamor_priv->solid_transform);
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    glBegin(GL_TRIANGLE_FAN);
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    glVertex2f(x1, y1);
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    glVertex2f(x1, y2);
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    glVertex2f(x2, y2);
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    glVertex2f(x2, y1);
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    glEnd();
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    glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
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    glEnableClientState(GL_VERTEX_ARRAY);
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    vertices[0][0] = v_from_x_coord_x(pixmap, x1);
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    vertices[0][1] = v_from_x_coord_y(pixmap, y1);
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    vertices[1][0] = v_from_x_coord_x(pixmap, x2);
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    vertices[1][1] = v_from_x_coord_y(pixmap, y1);
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    vertices[2][0] = v_from_x_coord_x(pixmap, x2);
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    vertices[2][1] = v_from_x_coord_y(pixmap, y2);
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    vertices[3][0] = v_from_x_coord_x(pixmap, x1);
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    vertices[3][1] = v_from_x_coord_y(pixmap, y2);
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDisableClientState(GL_VERTEX_ARRAY);
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    glUseProgramObjectARB(0);
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fail:
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    glamor_set_alu(GXcopy);
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			@ -150,7 +150,6 @@ typedef struct glamor_screen_private {
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    /* glamor_solid */
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    GLint solid_prog;
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    GLint solid_color_uniform_location;
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    glamor_transform_uniforms solid_transform;
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    /* glamor_tile */
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    GLint tile_prog;
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			@ -124,12 +124,7 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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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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	x, y,
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	x + w, y,
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	x + w, y + h,
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	x, y + h,
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    };
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    float dest_coords[4][2];
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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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			@ -137,7 +132,16 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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	0.0, 1.0,
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    };
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    glamor_fallback("glamor_put_image_xybitmap: disabled\n");
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    dest_coords[0][0] = v_from_x_coord_x(pixmap, x);
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    dest_coords[0][1] = v_from_x_coord_y(pixmap, y);
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    dest_coords[1][0] = v_from_x_coord_x(pixmap, x + w);
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    dest_coords[1][1] = v_from_x_coord_y(pixmap, y);
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    dest_coords[2][0] = v_from_x_coord_x(pixmap, x + w);
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    dest_coords[2][1] = v_from_x_coord_y(pixmap, y + h);
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    dest_coords[3][0] = v_from_x_coord_x(pixmap, x);
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    dest_coords[3][1] = v_from_x_coord_y(pixmap, y + h);
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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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			@ -158,8 +162,6 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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    glUniform4fvARB(glamor_priv->put_image_xybitmap_bg_uniform_location,
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		    1, bg);
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    glamor_set_transform_for_pixmap(pixmap, &glamor_priv->solid_transform);
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    glGenTextures(1, &tex);
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    glActiveTexture(GL_TEXTURE0);
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    glEnable(GL_TEXTURE_2D);
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