glamor-ddx: Hardware cursor's format should be GL_RGBA.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
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					@ -494,9 +494,14 @@ drmmode_load_cursor_argb (xf86CrtcPtr crtc, CARD32 *image)
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	}
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						}
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	glBindTexture(GL_TEXTURE_2D, drmmode_crtc->cursor_tex);
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						glBindTexture(GL_TEXTURE_2D, drmmode_crtc->cursor_tex);
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#ifdef GLAMOR_GLES2
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					#ifdef GLAMOR_GLES2
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        glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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					       /* XXX Actually, the image is BGRA not RGBA, so the r and b
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	glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, 64, 64, 0,
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					        * should be swapped. But as normally, they are the same value
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	  GL_BGRA,  GL_UNSIGNED_BYTE, image);
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					        * ignore this currently, don't want to let CPU to do the swizzle.
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					        * considering to put this function to the glamor rendering directory.
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					        * Thus we can reuse the shader to do this.*/
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					       glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0,
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						  GL_RGBA,  GL_UNSIGNED_BYTE, image);
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#else
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					#else
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	glPixelStorei(GL_UNPACK_ROW_LENGTH, 64);
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						glPixelStorei(GL_UNPACK_ROW_LENGTH, 64);
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	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0,
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						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0,
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