glamor: Drop dead glamor_es2_pixmap_read_prepare().
It's been unused since I killed glamor_download_pixmap_to_cpu(). Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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			@ -1059,73 +1059,3 @@ glamor_upload_pixmap_to_texture(PixmapPtr pixmap)
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    return ret;
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}
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/*
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 * as gles2 only support a very small set of color format and
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 * type when do glReadPixel,
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 * Before we use glReadPixels to get back a textured pixmap,
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 * Use shader to convert it to a supported format and thus
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 * get a new temporary pixmap returned.
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 * */
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glamor_pixmap_fbo *
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glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
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                               GLenum format, GLenum type, int no_alpha,
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                               int revert, int swap_rb)
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{
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    glamor_pixmap_private *source_priv;
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    glamor_screen_private *glamor_priv;
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    ScreenPtr screen;
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    glamor_pixmap_fbo *temp_fbo;
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    float temp_xscale, temp_yscale, source_xscale, source_yscale;
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    static float vertices[8];
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    static float texcoords[8];
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    screen = source->drawable.pScreen;
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    glamor_priv = glamor_get_screen_private(screen);
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    source_priv = glamor_get_pixmap_private(source);
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    temp_fbo = glamor_create_fbo(glamor_priv, w, h, format, 0);
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    if (temp_fbo == NULL)
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        return NULL;
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    glamor_make_current(glamor_priv);
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    temp_xscale = 1.0 / w;
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    temp_yscale = 1.0 / h;
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    glamor_set_normalize_vcoords((struct glamor_pixmap_private *) NULL,
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                                 temp_xscale, temp_yscale, 0, 0, w, h,
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                                 vertices);
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    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
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                          2 * sizeof(float), vertices);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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    pixmap_priv_get_scale(source_priv, &source_xscale, &source_yscale);
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    glamor_set_normalize_tcoords(source_priv, source_xscale,
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                                 source_yscale,
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                                 x, y,
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                                 x + w, y + h,
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                                 texcoords);
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    glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
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                          2 * sizeof(float), texcoords);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_2D, source_priv->fbo->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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    glamor_set_destination_pixmap_fbo(glamor_priv, temp_fbo, 0, 0, w, h);
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    glamor_set_alu(screen, GXcopy);
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    glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
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    glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
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    glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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    return temp_fbo;
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}
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			@ -626,12 +626,6 @@ void glamor_set_destination_pixmap_fbo(glamor_screen_private *glamor_priv, glamo
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 * */
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void glamor_set_destination_pixmap_priv_nc(glamor_screen_private *glamor_priv, PixmapPtr pixmap, glamor_pixmap_private *pixmap_priv);
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glamor_pixmap_fbo *glamor_es2_pixmap_read_prepare(PixmapPtr source, int x,
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                                                  int y, int w, int h,
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                                                  GLenum format, GLenum type,
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                                                  int no_alpha, int revert,
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                                                  int swap_rb);
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Bool glamor_set_alu(ScreenPtr screen, unsigned char alu);
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Bool glamor_set_planemask(int depth, unsigned long planemask);
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RegionPtr glamor_bitmap_to_region(PixmapPtr pixmap);
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